How Necessary are BUILT_FROM_CHANGELIST and BUILD_VERSION in Resource Files? We've been investigating ways to improve the speed of our iterative engine builds, and have found that the vast, vast maj ...
Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...
Currently UBT supports linking in .natvis files when modules are compiled, this should be extended to pull in .natvis files from External modules that are linked into a module. Instead of scanning ...
The extension methods seem to be getting compiled into multiple rules dlls Example .Build.cs // In TestPlugin.Build.cs using System; using UnrealBuildTool; publicclass TestPlugin : Module ...
It seems that the [Link Removed] UBT creates to ensure any child processes are terminated on close is somehow affecting the mspdbsrv process that cl is spawning and terminating it when cl is finishe ...
After upgrading from UE5.0.3 to UE5.1, we started seeing this error when trying to build Android Development from Visual Studio (VS2022 17.2.1): Running UnrealBuildTool: dotnet "..\..\Engine\Binari ...
Additional information in the comments. Potential work around if VS has a prompt suggesting installing addition components is to install:MSVC v143 - VS 2022 C++ Arm64 Build Tools(v14.33-17.3)MSVC v ...
Bug report viaUDN: We have some plugins that we'd like to share between projects, that we don't want to maintain multiple copies of. The AdditionalPluginsDirectories option for Project's solves tha ...
In some cases, building a cpp target by only passing -Target= can select an undesired target to build. If -Project= is also passed when available that will ensure the correct target is built when du ...
Reproduced 3/3 times. Issue did not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed a Regression. ...