Files
UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/LiveCodingModule.cpp
graeme thornton 5059d3cb48 Make UAT use a config setting to decide which editor target is the default for use within automation scripts
Have UBT set the source target name as a define during compilation. For unique environments, embed that macro globally, but in shared environments just embed it into game modules.
Have the primary game module bind that define to a core delegate so engine systems can query it
Make LiveCodingModule pass the UBT target name to the UBT so that it doesn't have to guess which target to build
For agnostic executables (UE4Game, UE4Editor)  running content only projects, the delegate won't be bound, so revert back to type based recompile requests in live coding
Handle DTE string for VS2019 in the source code accessor module

#rb ben.marsh


#ROBOMERGE-SOURCE: CL 11103653 via CL 11103654 via CL 11103656
#ROBOMERGE-BOT: (v640-11091645)

[CL 11103658 by graeme thornton in Main branch]
2020-01-24 03:22:33 -05:00

12 KiB