Missing a lot of includes after migration to 4.18

Hello, after migrating to 4.18 i got it to compile pretty quickly, but i started noticing that if i edit a cpp file he gets added to the adaptive unity list and next time i try to compile, he starts complaining about missing types just in that file, so i need to add the missing headers. Question is, why does this happen and why does it happen only after i change the class? Thank you.

I am also having this problem. Did you figure it out? If not I’ll post an answer if I find it.

Thanks,

No, i’ve noticed a mention of a boolean flag of some kind in the output window of visual studio but i haven’t had that message again, so i’m not sure if disabling/enabling that will fix the issue.

2> [Adaptive unity build] Disabling PCH for excluded files. Set bAdaptiveUnityDisablesPCH to false in BuildConfiguration.xml to change this behavior.
2> [Adaptive unity build] Excluded from MyGame unity file: MyGame.cpp

I had discovered for me that this appeared to have more to do with my build targets. I had deleted a GameEditor.Target.cs file when I shouldn’t have. I had to add it back in order to get Development and Development Editor builds to function. I never tried to build the game as standalone of any fashion.

It was tricky for a few reasons. We may not have experienced the same problems exactly. In my Visual Studio projects the NMake Include paths were not being updated by Generate Project Files. Fixing the targets corrected them and my builds started working again.

I want to read more into the Unreal Build pipeline so I don’t make this oops again.