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#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change3932624by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change3942825by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change3967838by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change3969346by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change3974295by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change3978544by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change4005077by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change4005516by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
42 lines
739 B
C#
42 lines
739 B
C#
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System;
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using System.IO;
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public class HTML5TargetPlatform : ModuleRules
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{
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public HTML5TargetPlatform(ReadOnlyTargetRules Target) : base(Target)
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{
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BinariesSubFolder = "HTML5";
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Sockets",
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"TargetPlatform",
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"DesktopPlatform",
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}
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);
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if (Target.bCompileAgainstEngine)
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{
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PrivateDependencyModuleNames.Add("Engine");
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// PrivateIncludePathModuleNames.Add("TextureCompressor");
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}
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Settings",
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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}
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);
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}
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}
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