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This change adds a new field to the ProcessStartInfo struct in UBA trace files for a description of the task, called "breadcrumbs" which allow to diagnose and backtrace the origin of a UBA task. This is also hooked up to the distributed shader compilation (added as new field in FTaskCommandData) and a descriptive string is generated for each shader compile job batch. UbaVisualizer is updated accordingly to integrate this new data when hovering over a task in the timeline. This feature can be enabled via the new CVar "r.ShaderCompiler.DistributedJobDescriptionLevel" with values 0 (Disabled), 1 (Basic information), 2 (Adds shader format to each job). It's disabled by default. #rb dan.elksnitis, henrik.karlsson #rnx [CL 36346831 by laura hermanns in 5.5 branch]
UBA
WIP
Building on Windows
Windows is our primary development platform and is generally the easiest to debug and profile on. For debugging we recommend Visual Studio 2022 or later, and for profiling you may want to use a high frequency sampling profiler such as Superluminal Performance.
Windows Setup
To build the code you will need Visual Studio 2022 (we use c++20 features), git and vcpkg.
- Install Visual Studio 2022
- Install git
- You can also use
winget install gitif you have winget installed - You may want to install the github CLI to manage credentials etc -
winget install github.cli
- You can also use
- Install vcpkg (see below)
Installing vcpkg
We use vcpkg to manage some libraries. Right now it's not set up on a project local basis and requires manual bootstrap so you will need to do the following at least once:
- open up a command line window
- create a
git/githubdirectory somewhere for you to clone repos into - issue
git clone https://github.com/microsoft/vcpkg.gitand build it using thebootstrap-vcpkg.batscript - run
vcpkg integrate installto make sure Visual Studio can locate the vcpkg install
- create a
- optional: add the
vcpkgdirectory you cloned to your PATH to allow invoking vcpkg on the command line
Now you are ready to start building!