Dear Friends at Epic,
I compiled my 4.1 Editor from Github.
I generated project files for my uproject, after deleting my intermediate and .sln .
I got through all compile errors for my project.
#.cpp Only
When I make very minor changes in cpp only (just commenting or uncommenting 1 line)
The compile time that was
6 seconds
is now
240 seconds / 4 minutes
Heeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeelp!
#Build.cs
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class VictoryGame : ModuleRules
{
public VictoryGame(TargetInfo Target)
{
//Private Paths
PrivateIncludePaths.AddRange(new string[] {
"VictoryGame/Private",
"VictoryGame/Private/Player",
"VictoryGame/Private/VictoryCore"
});
//Public
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine",
"RHI", "RenderCore", "ShaderCore",
"OnlineSubsystem", "OnlineSubsystemUtils"
});
//Private Module Dependencies
PrivateDependencyModuleNames.AddRange(new string[] { "InputCore", "HTTP", "AnimGraph", "BlueprintGraph" });// , "UnrealEd"}); //, "Slate" });
//Private Module Paths
PrivateIncludePathModuleNames.AddRange(new string[] { "MeshUtilities" });
//Dynamically Loaded Modules
DynamicallyLoadedModuleNames.AddRange(new string[] { "MeshUtilities" });
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//Online Subsystem Module by Platform
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
{
if (UEBuildConfiguration.bCompileSteamOSS == true)
{
DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
}
DynamicallyLoadedModuleNames.Add("OnlineSubsystemNull");
}
else if (Target.Platform == UnrealTargetPlatform.PS4)
{
DynamicallyLoadedModuleNames.Add("OnlineSubsystemPS4");
}
else if (Target.Platform == UnrealTargetPlatform.XboxOne)
{
DynamicallyLoadedModuleNames.Add("OnlineSubsystemLive");
}
}
}