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?

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?

$ 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.

Hi ,

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

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

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

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