Useful UBT Flags#
Some useful flags that we might need when we get Jenkins running:
UBT or RunUAT or AutomationTool.exe
-build
-compile
-NoHotReloadFromIDE
-NoHotReload
-nocompileeditor
-nocompile
-skipcompile
-NoDDC
-CleanLocal
-NoXGE (Just for code analysis)
-NoSign
-rununrealcodeanalyzer (BuildConfiguration.bRunUnrealCodeAnalyzer = true;)
-precompile
-enablecodeanalysis (BuildConfiguration.bEnableCodeAnalysis = true;)
BuildGraph#
-target="Make Installed Build Win64" (with default InstalledEngineBuild.xml)
-set:HostPlatformOnly=true
-set:WithWin32=false
-set:WithIOS=false
-set:PublishDir="L:\\\_Programming\\RocketBuilds\\"
ScratchPad Notes#
Using BuildGraph#
Batchfile
"UnrealEngine\\Engine\\Build\\BatchFiles\\RunUAT.bat" BuildGraph -script="UnrealEngine\\Engine\\Build\\InstalledEngineBuild.xml" -target="Make Installed Build Win64" -set:HostPlatformOnly=true -set:WithWin32=false -set:WithIOS=false
Create InstalledBuild.txt and place in Engine\Build
Sans BuildGraph#
Batchfile
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 UE4Editor -project="BBR\\BBR.uproject" -precompile
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 BBR -project="BBR\\BBR.uproject" -useprecompiled
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 BBREditor -project="BBR\\BBR.uproject" -useprecompiled
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 BBREditorBP -project="BBR\\BBR.uproject" -useprecompiled
Add section to BaseEngine.ini#
INI
[InstalledPlatforms]
+InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="Development", PlatformType="Editor")
;+InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="Development", PlatformType="Game")
Generate project files#
Batchfile
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 BBR -project="BBR\\BBR.uproject" -useprecompiled -projectfiles -game -engine
Uncheck ShaderCompilerWorker dependency from BBR
Problems:
- ShaderCompilerWorker is generated as a dependency to the GameProject. This causes project build to error out with -useprecompiled:
Batchfile
2> EXEC : error : No modules found to build. All requested binaries were already built.
- After VS compile, editor shows dialog error box saying game-dlls have been built with a different version of the engine. It kicks off a compilation that ends very quickly but still shouldn't be there at all
Editor Module
Plugin
Editor BP Module
- How do I build all the variants (e.g. a Rocket Build) so that artists can build client/server/game/editor + development/debug/debuggame/shipping/test variants?
- How do I decrease the size of the rocket build?