How to manage precompiled headers (.gch files)
almost every day I have to practically recompile Unreal when compiling my projects just because of an error like the one below:
fatal error: file '/usr/include/linux/sysctl.h' has been modified since the precompiled header '/path/to/UnrealEngine/Engine/Intermediate/Build/Linux/B4D820EA/UnrealLightmass/Development/Core/CorePrivatePCH.h.gch' was built note: please rebuild precompiled header '/path/to/UnrealEngine/Engine/Intermediate/Build/Linux/B4D820EA/UnrealLightmass/Development/Core/CorePrivatePCH.h.gch'
I've been doing some tests to reproduce the error and I found that the error is caused in clang++ instead of Unreal (you may know this already).
I saw that the error occurs if a do a single
For me, I don't even care when that file changes. I would like to completely ignore it once Unreal Engine is compiled.
Does any of you know whether is possible to do that in Unreal?
I know this may be more clang++ than Unreal related, but I'm asking here because you may have any idea.
Reproducing the error
In case you want to reproduce this error outside of Unreal, you can do the following:
asked Nov 06 '18 at 02:26 PM in C++ Programming
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