Description

UnrealHeaderTool is always executed in a Code Project from an InstalledBuild

Discovered during the verification of [Link Removed], as stated when verifying that issue, this issue only occurs in Binary, not in Perforce or Github

Subsequent runs of building the Development Editor for the blank code project produce the same behavior

Steps to Reproduce
  1. Create a Basic Code project
  2. Close the UE4Editor
  3. In Visual Studio, build the Development Editor target for the project
  4. Open the project in UE4Editor
  5. Close the UE4Editor
  6. In Visual Studio, build the Development Editor target for the project

Result:

1>------ Build started: Project: MyProject, Configuration: Development_Editor x64 ------
1>Creating makefile for MyProjectEditor (ini files are newer than makefile)
1>Parsing headers for MyProjectEditor
1>  Running UnrealHeaderTool "D:\Documents\Unreal_Projects\MyProject\MyProject.uproject" "D:\Documents\Unreal_Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
1>Reflection code generated for MyProjectEditor in 6.738189 seconds
1>Target is up to date
1>Total execution time: 8.79 seconds
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

Expected:

1>------ Build started: Project: MyProject, Configuration: Development_Editor x64 ------
1>Creating makefile for MyProjectEditor (ini files are newer than makefile)
1>Target is up to date
1>Total execution time: 8.79 seconds
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

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Fixed
Fix Commit7232838
Main Commit7232840
Release Commit7232838
CreatedApr 23, 2019
ResolvedJul 8, 2019
UpdatedFeb 11, 2020