Files
UnrealEngineUWP/Engine/Source/Programs/UnrealPak
josh adams c0f2905ce7 - Added a method for Shared build environment builds to have certain modules marked as caring about SDK version overrides for some platforms - if any of those platforms are overridden, the DLL will be written to the project Binaries dir instead of Engine (set bAllowSDKOverrideModulesWithSharedEnvironment = true in a Target.cs)
- Added ability to optionally skip SDK validation when making a Target instance even if we don't want to skip Target validation (used when we make the base UnrealEditor target to compare to project's Editor target - we don't need to manage SDK for that temporary UnrealEditor target).
- ShaderCompileWorker is now BuildEnvironment.UniqueIfNeeded, which will build into the project binaries dir if needed (based on per-project SDK override)
- UnrealPak is marked as not caring about an SDK versions so it can be built along with SCW that does care
- Added $(BinaryDir) variable to UEBuildTarget, etc, for the location of the first Binary in the output binaries
#rb David.Harvey, Joe.Kirchoff

[CL 31661939 by josh adams in ue5-main branch]
2024-02-20 18:39:20 -05:00
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