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One solution could be to just make some of our CI builds "non-unity" builds, but this could would come at the cost of compile time and artifact size, which came up in this issue
csciguy8
changed the title
Need CI support downloaded plugin builds
Need CI support for downloaded plugin builds
Jul 2, 2024
One possible solution is to use a IWYU (include what you use) tool to strip out unneeded headers, but also ensure that proper headers are included for every source file.
Unreal looks to have related code, but haven't found any documentation for its use
\Epic Games\UE_5.4\Engine\Source\Programs\UnrealBuildTool\ToolChain\IWYUToolChain.cs
\Epic Games\UE_5.4\Engine\Source\Programs\UnrealBuildTool\Modes\IWYUMode.cs
Adidng a +1 to anything that makes the manual download/install experience better. Our team uses source builds of Unreal and it is massively helpful for us to have plugins distributed by means other than the Unreal Marketplace. We had this same issue.
Some users download our released plugin, put in it their project, Unreal Editor is rebuilding it for them, and the build fails.
One example is on the forum here.
Although the forum issue was solved, we need to be able to catch errors like this on CI before we release.
It's possible to reproduce this locally by doing this..
In this case, the build failed, and produced messages like this in the log...
The text was updated successfully, but these errors were encountered: