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Improvements to BenchmarkBuild script. - Added -editor-startup and -editor-game options to measure startup and startup time with -game - Renamed -pie to -editor-pie to match other editor options- - Allow different editor tests to use different sets of maps via -editor-startup=map2+map2, -editor-pie=map1+map2 etc - Added AllEditor option to run all editor benchmarking - Added -coldddc-noshared DDC option - BenchmarkBuild now defaults to cleaning each targets after benchmarking its build time to save disk space (disable with -nopostclean) - Moved Editor benchmark tests into separate files and reduced some duplicated code - Updated help info Other - Fixed UAT GetProjectProperties returning inaccurate values if called twice with different platforms - Doubled number of UBT logs that can be generated from a single UAT script - Allow scripts to call UnrealBuild.CleanWithUBT to perform cleanup - Simplified a lot of code #rb na #ROBOMERGE-AUTHOR: andrew.grant #ROBOMERGE-SOURCE: CL 21213895 via CL 21213903 via CL 21213910 via CL 21214414 via CL 21214472 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21214930 by andrew grant in ue5-main branch]
24 lines
606 B
C#
24 lines
606 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using AutomationTool;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using EpicGames.Core;
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using UnrealBuildTool;
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namespace AutomationTool.Benchmark
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{
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class BenchmarkNopCompileTask : BenchmarkBuildTask
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{
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public BenchmarkNopCompileTask(FileReference InProjectFile, string InTarget, UnrealTargetPlatform InPlatform, XGETaskOptions InXGEOptions)
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: base(InProjectFile, InTarget, InPlatform, InXGEOptions, "", 0)
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{
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TaskModifiers.Add("nopcompile");
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}
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}
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}
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