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How to control FixDeps build step

Hello,

I'm building a plugin for Unreal and whenever I alter the plugin code I get FixDeps:

 UnrealBuildTool.exe MyProj Linux Development -project=MyProj.uproject -editorrecompile -progress -noubtmakefiles -canskiplink
 Performing 3 actions (4 in parallel)
 [1/3] Compile Vica.cpp
 [2/3] Link libUE4Editor-Vica.so
 [3/3] FixDeps UE4Editor
 Fixing libUE4Editor-Landscape.so
 Fixing libUE4Editor-UnrealEd.so
 Fixing libUE4Editor-GraphEditor.so
 (other 'Fixing's)

If I don't touch my code, UBT doesn't involve FixDeps, since I specified -canskiplink option.

I want to control FixDeps step because, in my belief, the editor doesn't depend on my plugin and therefore I don't need to re-link libUE4Editor-* libs.

How can I do it?

Product Version: UE 4.8
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asked Jun 18 '15 at 10:14 AM in Linux

avatar image

duburlan
97 8 12 20

avatar image RCL STAFF Jun 18 '15 at 10:37 AM

Could you check (by doing ldd on the affected libraries) that they don't link against your .so? Also, does your library name appear among the ones being fixed?

avatar image duburlan Jun 18 '15 at 11:39 AM
 $ ldd libUE4Editor-Landscape.so libUE4Editor-UnrealEd.so libUE4Editor-GraphEditor.so libUE4Editor-PropertyEditor.so libUE4Editor-SourceControl.so libUE4Editor-Kismet.so libUE4Editor-BlueprintGraph.so libUE4Editor-KismetCompiler.so libUE4Editor-MovieSceneTools.so libUE4Editor-AIModule.so libUE4Editor-AITestSuite.so libUE4Editor-MaterialUtilities.so libUE4Editor-Niagara.so libUE4Editor-UMG.so libUE4Editor-CollisionAnalyzer.so libUE4Editor-LogVisualizer.so | grep libUE4Editor-Vica.so
 $

My lib doesn't appear among fixed libraries.

avatar image duburlan Jun 29 '15 at 04:45 PM

Hi Dmitry,

Is there any progress in this question? Do you know how to completely control this process?

avatar image RCL STAFF Jun 29 '15 at 10:29 PM

Could you please paste .Build.cs of your plugin, or at least list all the engine modules it depends upon?

avatar image duburlan Jun 30 '15 at 07:42 AM

I have several modules in my project, so all the modules project depends on are: Core, Json, Engine, Sockets, UnrealEd, Networking, Media.

avatar image Slabilo Aug 16 '16 at 05:38 PM

FixDeps runs even though the project is up to date. What does this step do? Why is it necessary?

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