public string TargetName; // Name of the target currently being compiled

        #endregion Fields

        #region Constructors

        public UHTManifest(UEBuildTarget Target, string InRootLocalPath, string InRootBuildPath, IEnumerable<UHTModuleInfo> ModuleInfo)
        {
            IsGameTarget  = TargetRules.IsGameType(Target.TargetType);
            RootLocalPath = InRootLocalPath;
            RootBuildPath = InRootBuildPath;
            TargetName    = Target.GetTargetName();

            Modules = ModuleInfo.Select(Info => new Module
            {
                Name                     = Info.ModuleName,
                ModuleType				 = Info.ModuleType,
                BaseDirectory            = Info.ModuleDirectory,
                IncludeBase              = Info.ModuleDirectory,
                OutputDirectory          = Path.GetDirectoryName( Info.GeneratedCPPFilenameBase ),
                ClassesHeaders           = Info.PublicUObjectClassesHeaders.Select((Header) => Header.AbsolutePath).ToList(),
                PublicHeaders            = Info.PublicUObjectHeaders       .Select((Header) => Header.AbsolutePath).ToList(),
                PrivateHeaders           = Info.PrivateUObjectHeaders      .Select((Header) => Header.AbsolutePath).ToList(),
                PCH                      = Info.PCH,
                GeneratedCPPFilenameBase = Info.GeneratedCPPFilenameBase,
                SaveExportedHeaders      = !UnrealBuildTool.IsEngineInstalled() || !Utils.IsFileUnderDirectory(Info.ModuleDirectory, BuildConfiguration.RelativeEnginePath),
                UHTGeneratedCodeVersion = Info.GeneratedCodeVersion,
            }).ToList();
        }
 /// <summary>
 /// Generates a full path to action history file for the specified target.
 /// </summary>
 public static string GeneratePathForTarget(UEBuildTarget Target)
 {
     string Folder = null;
     if (Target.ShouldCompileMonolithic() || Target.Rules.Type == TargetRules.TargetType.Program)
     {
         // Monolithic configs and programs have their Action History stored in their respective project folders
         // or under engine intermediate folder + program name folder
         string RootDirectory = UnrealBuildTool.GetUProjectPath();
         if (String.IsNullOrEmpty(RootDirectory))
         {
             RootDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
         }
         Folder = Path.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
     }
     else
     {
         // Shared action history (unless this is a rocket target)
         Folder = UnrealBuildTool.RunningRocket() ?
             Path.Combine(UnrealBuildTool.GetUProjectPath(), BuildConfiguration.BaseIntermediateFolder) :
             BuildConfiguration.BaseIntermediatePath;
     }
     return Path.Combine(Folder, "ActionHistory.bin").Replace("\\", "/");
 }
        public string TargetName; // Name of the target currently being compiled

        #endregion Fields

        #region Constructors

        public UHTManifest(UEBuildTarget Target, string InRootLocalPath, string InRootBuildPath, IEnumerable<UHTModuleInfo> ModuleInfo)
        {
            IsGameTarget  = TargetRules.IsGameType(Target.TargetType);
            RootLocalPath = InRootLocalPath;
            RootBuildPath = InRootBuildPath;
            TargetName    = Target.GetTargetName();

            Modules = ModuleInfo.Select(Info => new Module{
                Name                     = Info.ModuleName,
                ModuleType				 = Info.ModuleType,
                BaseDirectory            = Info.ModuleDirectory,
                IncludeBase              = Info.ModuleDirectory,
                OutputDirectory          = Path.GetDirectoryName( Info.GeneratedCPPFilenameBase ),
                ClassesHeaders           = Info.PublicUObjectClassesHeaders.Select((Header) => Header.AbsolutePath).ToList(),
                PublicHeaders            = Info.PublicUObjectHeaders       .Select((Header) => Header.AbsolutePath).ToList(),
                PrivateHeaders           = Info.PrivateUObjectHeaders      .Select((Header) => Header.AbsolutePath).ToList(),
                PCH                      = Info.PCH,
                GeneratedCPPFilenameBase = Info.GeneratedCPPFilenameBase,
                //@todo.Rocket: This assumes Engine/Source is a 'safe' folder name to check for
                SaveExportedHeaders = !UnrealBuildTool.RunningRocket() || !Info.ModuleDirectory.Contains("Engine\\Source\\")

            }).ToList();
        }
Beispiel #4
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		/// <summary>
		/// Gets the dependency cache path and filename for the specified target.
		/// </summary>
		/// <param name="Target">Current build target</param>
		/// <returns>Cache Path</returns>
		public static string GetDependencyCachePathForTarget(UEBuildTarget Target)
		{
			string PlatformIntermediatePath = BuildConfiguration.PlatformIntermediatePath;
			if (UnrealBuildTool.HasUProjectFile())
			{
				PlatformIntermediatePath = Path.Combine(UnrealBuildTool.GetUProjectPath(), BuildConfiguration.PlatformIntermediateFolder);
			}
			string CachePath = Path.Combine(PlatformIntermediatePath, Target.GetTargetName(), "DependencyCache.bin");
			return CachePath;
		}
Beispiel #5
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        /**
         * Builds a dictionary containing the actions from AllActions that are outdated by calling
         * IsActionOutdated.
         */
        static void GatherAllOutdatedActions(UEBuildTarget Target, ActionHistory ActionHistory, ref Dictionary<Action,bool> OutdatedActions, Dictionary<UEBuildTarget, List<FileItem>> TargetToOutdatedPrerequisitesMap )
        {
            var CheckOutdatednessStartTime = DateTime.UtcNow;

            foreach (var Action in AllActions)
            {
                IsActionOutdated(Target, Action, ref OutdatedActions, ActionHistory, TargetToOutdatedPrerequisitesMap);
            }

            if( BuildConfiguration.bPrintPerformanceInfo )
            {
                var CheckOutdatednessTime = (DateTime.UtcNow - CheckOutdatednessStartTime).TotalSeconds;
                Log.TraceInformation( "Checking actions for " + Target.GetTargetName() + " took " + CheckOutdatednessTime + "s" );
            }
        }
        /**
         * Builds and runs the header tool and touches the header directories.
         * Performs any early outs if headers need no changes, given the UObject modules, tool path, game name, and configuration
         */
        public static bool ExecuteHeaderToolIfNecessary( UEBuildTarget Target, CPPEnvironment GlobalCompileEnvironment, List<UHTModuleInfo> UObjectModules, string ModuleInfoFileName, ref ECompilationResult UHTResult )
        {
            if(ProgressWriter.bWriteMarkup)
            {
                Log.WriteLine(TraceEventType.Information, "@progress push 5%");
            }
            using (ProgressWriter Progress = new ProgressWriter("Generating code...", false))
            {
                // We never want to try to execute the header tool when we're already trying to build it!
                var bIsBuildingUHT = Target.GetTargetName().Equals( "UnrealHeaderTool", StringComparison.InvariantCultureIgnoreCase );

                var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Target.Platform);
                var CppPlatform = BuildPlatform.GetCPPTargetPlatform(Target.Platform);
                var ToolChain = UEToolChain.GetPlatformToolChain(CppPlatform);
                var RootLocalPath  = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);

                // check if UHT is out of date
                DateTime HeaderToolTimestamp = DateTime.MaxValue;
                bool bHaveHeaderTool = !bIsBuildingUHT && GetHeaderToolTimestamp(out HeaderToolTimestamp);

                // ensure the headers are up to date
                bool bUHTNeedsToRun = (UEBuildConfiguration.bForceHeaderGeneration == true || !bHaveHeaderTool || AreGeneratedCodeFilesOutOfDate(UObjectModules, HeaderToolTimestamp));
                if( bUHTNeedsToRun || UnrealBuildTool.IsGatheringBuild )
                {
                    // Since code files are definitely out of date, we'll now finish computing information about the UObject modules for UHT.  We
                    // want to save this work until we know that UHT actually needs to be run to speed up best-case iteration times.
                    if( UnrealBuildTool.IsGatheringBuild )		// In assembler-only mode, PCH info is loaded from our UBTMakefile!
                    {
                        foreach( var UHTModuleInfo in UObjectModules )
                        {
                            // Only cache the PCH name if we don't already have one.  When running in 'gather only' mode, this will have already been cached
                            if( string.IsNullOrEmpty( UHTModuleInfo.PCH ) )
                            {
                                UHTModuleInfo.PCH = "";

                                // We need to figure out which PCH header this module is including, so that UHT can inject an include statement for it into any .cpp files it is synthesizing
                                var DependencyModuleCPP = (UEBuildModuleCPP)Target.GetModuleByName( UHTModuleInfo.ModuleName );
                                var ModuleCompileEnvironment = DependencyModuleCPP.CreateModuleCompileEnvironment(GlobalCompileEnvironment);
                                DependencyModuleCPP.CachePCHUsageForModuleSourceFiles(ModuleCompileEnvironment);
                                if (DependencyModuleCPP.ProcessedDependencies.UniquePCHHeaderFile != null)
                                {
                                    UHTModuleInfo.PCH = DependencyModuleCPP.ProcessedDependencies.UniquePCHHeaderFile.AbsolutePath;
                                }
                            }
                        }
                    }
                }

                // @todo ubtmake: Optimization: Ideally we could avoid having to generate this data in the case where UHT doesn't even need to run!  Can't we use the existing copy?  (see below use of Manifest)
                UHTManifest Manifest = new UHTManifest(Target, RootLocalPath, ToolChain.ConvertPath(RootLocalPath + '\\'), UObjectModules);

                if( !bIsBuildingUHT && bUHTNeedsToRun )
                {
                    // Always build UnrealHeaderTool if header regeneration is required, unless we're running within a Rocket ecosystem or hot-reloading
                    if (UnrealBuildTool.RunningRocket() == false &&
                        UEBuildConfiguration.bDoNotBuildUHT == false &&
                        UEBuildConfiguration.bHotReloadFromIDE == false &&
                        !( bHaveHeaderTool && !UnrealBuildTool.IsGatheringBuild && UnrealBuildTool.IsAssemblingBuild ) )	// If running in "assembler only" mode, we assume UHT is already up to date for much faster iteration!
                    {
                        // If it is out of date or not there it will be built.
                        // If it is there and up to date, it will add 0.8 seconds to the build time.
                        Log.TraceInformation("Building UnrealHeaderTool...");

                        var UBTArguments = new StringBuilder();

                        UBTArguments.Append( "UnrealHeaderTool" );

                        // Which desktop platform do we need to compile UHT for?
                        UBTArguments.Append(" " + BuildHostPlatform.Current.Platform.ToString());
                        // NOTE: We force Development configuration for UHT so that it runs quickly, even when compiling debug
                        UBTArguments.Append( " " + UnrealTargetConfiguration.Development.ToString() );

                        // NOTE: We disable mutex when launching UBT from within UBT to compile UHT
                        UBTArguments.Append( " -NoMutex" );

                        if (UnrealBuildTool.CommandLineContains("-noxge"))
                        {
                            UBTArguments.Append(" -noxge");
                        }

                        if ( RunExternalExecutable( UnrealBuildTool.GetUBTPath(), UBTArguments.ToString() ) != 0 )
                        {
                            return false;
                        }
                    }

                    Progress.Write(1, 3);

                    var ActualTargetName = String.IsNullOrEmpty( Target.GetTargetName() ) ? "UE4" : Target.GetTargetName();
                    Log.TraceInformation( "Parsing headers for {0}", ActualTargetName );

                    string HeaderToolPath = GetHeaderToolPath();
                    if (!File.Exists(HeaderToolPath))
                    {
                        throw new BuildException( "Unable to generate headers because UnrealHeaderTool binary was not found ({0}).", Path.GetFullPath( HeaderToolPath ) );
                    }

                    // Disable extensions when serializing to remove the $type fields
                    Directory.CreateDirectory(Path.GetDirectoryName(ModuleInfoFileName));
                    System.IO.File.WriteAllText(ModuleInfoFileName, fastJSON.JSON.Instance.ToJSON(Manifest, new fastJSON.JSONParameters{ UseExtensions = false }));

                    string CmdLine = (UnrealBuildTool.HasUProjectFile()) ? "\"" + UnrealBuildTool.GetUProjectFile() + "\"" : Target.GetTargetName();
                    CmdLine += " \"" + ModuleInfoFileName + "\" -LogCmds=\"loginit warning, logexit warning, logdatabase error\"";
                    if (UnrealBuildTool.RunningRocket())
                    {
                        CmdLine += " -rocket -installed";
                    }

                    if (UEBuildConfiguration.bFailIfGeneratedCodeChanges)
                    {
                        CmdLine += " -FailIfGeneratedCodeChanges";
                    }

                    Log.TraceInformation("  Running UnrealHeaderTool {0}", CmdLine);

                    Stopwatch s = new Stopwatch();
                    s.Start();
                    UHTResult = (ECompilationResult) RunExternalExecutable(ExternalExecution.GetHeaderToolPath(), CmdLine);
                    s.Stop();

                    if (UHTResult != ECompilationResult.Succeeded)
                    {
                        // On Linux and Mac, the shell will return 128+signal number exit codes if UHT gets a signal (e.g. crashes or is interrupted)
                        if ((BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux ||
                            BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac) &&
                            (int)(UHTResult) >= 128
                            )
                        {
                            // SIGINT is 2, so 128 + SIGINT is 130
                            UHTResult = ((int)(UHTResult) == 130) ? ECompilationResult.Canceled : ECompilationResult.CrashOrAssert;
                        }

                        Log.TraceInformation("Error: Failed to generate code for {0} - error code: {2} ({1})", ActualTargetName, (int) UHTResult, UHTResult.ToString());
                        return false;
                    }

                    Log.TraceInformation("Reflection code generated for {0} in {1} seconds", ActualTargetName, s.Elapsed.TotalSeconds);
                    if( BuildConfiguration.bPrintPerformanceInfo )
                    {
                        Log.TraceInformation( "UnrealHeaderTool took {1}", ActualTargetName, (double)s.ElapsedMilliseconds/1000.0 );
                    }

                    // Now that UHT has successfully finished generating code, we need to update all cached FileItems in case their last write time has changed.
                    // Otherwise UBT might not detect changes UHT made.
                    DateTime StartTime = DateTime.UtcNow;
                    FileItem.ResetInfos();
                    double ResetDuration = (DateTime.UtcNow - StartTime).TotalSeconds;
                    Log.TraceVerbose("FileItem.ResetInfos() duration: {0}s", ResetDuration);
                }
                else
                {
                    Log.TraceVerbose( "Generated code is up to date." );
                }

                Progress.Write(2, 3);

                // There will never be generated code if we're building UHT, so this should never be called.
                if (!bIsBuildingUHT)
                {
                    // Allow generated code to be sync'd to remote machines if needed. This needs to be done even if UHT did not run because
                    // generated headers include other generated headers using absolute paths which in case of building remotely are already
                    // the remote machine absolute paths. Because of that parsing headers will not result in finding all includes properly.
                    // @todo ubtmake: Need to figure out what this does in the assembler case, and whether we need to run it
                    ToolChain.PostCodeGeneration(Manifest);
                }

                // touch the directories
                UpdateDirectoryTimestamps(UObjectModules);

                Progress.Write(3, 3);
            }
            if(ProgressWriter.bWriteMarkup)
            {
                Log.WriteLine(TraceEventType.Information, "@progress pop");
            }
            return true;
        }
		/// <summary>
		/// Gets the dependency cache path and filename for the specified target.
		/// </summary>
		/// <param name="Target">Current build target</param>
		/// <returns>Cache Path</returns>
		public static FileReference GetDependencyCachePathForTarget(UEBuildTarget Target)
		{
			DirectoryReference PlatformIntermediatePath;
			if (Target.ProjectFile != null)
			{
				PlatformIntermediatePath = DirectoryReference.Combine(Target.ProjectFile.Directory, BuildConfiguration.PlatformIntermediateFolder);
			}
			else
			{
				PlatformIntermediatePath = new DirectoryReference(BuildConfiguration.PlatformIntermediatePath);
			}
			return FileReference.Combine(PlatformIntermediatePath, Target.GetTargetName(), "FlatCPPIncludes.bin");
		}
        /**
         * Builds and runs the header tool and touches the header directories.
         * Performs any early outs if headers need no changes, given the UObject modules, tool path, game name, and configuration
         */
        public static bool ExecuteHeaderToolIfNecessary( UEBuildTarget Target, List<UHTModuleInfo> UObjectModules, string ModuleInfoFileName )
        {
            bool bSuccess = true;

            // We never want to try to execute the header tool when we're already trying to build it!
            var bIsBuildingUHT = Target.GetTargetName().Equals( "UnrealHeaderTool", StringComparison.InvariantCultureIgnoreCase );
            var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Target.Platform);
            var CppPlatform = BuildPlatform.GetCPPTargetPlatform(Target.Platform);
            var ToolChain = UEToolChain.GetPlatformToolChain(CppPlatform);
            var RootLocalPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);
            var Manifest = new UHTManifest(UnrealBuildTool.BuildingRocket() || UnrealBuildTool.RunningRocket(), Target, RootLocalPath, ToolChain.ConvertPath(RootLocalPath + '\\'), UObjectModules);

            // ensure the headers are up to date
            if (!bIsBuildingUHT &&
                (UEBuildConfiguration.bForceHeaderGeneration == true || AreGeneratedCodeFilesOutOfDate(Target, UObjectModules)))
            {
             				// Always build UnrealHeaderTool if header regeneration is required, unless we're running within a Rocket ecosystem
                if (UnrealBuildTool.RunningRocket() == false && UEBuildConfiguration.bDoNotBuildUHT == false)
                {
                    // If it is out of date or not there it will be built.
                    // If it is there and up to date, it will add 0.8 seconds to the build time.
                    Log.TraceInformation("Building UnrealHeaderTool...");

                    var UBTArguments = new StringBuilder();

                    UBTArguments.Append( "UnrealHeaderTool" );

                    // Which desktop platform do we need to compile UHT for?
                    var UHTPlatform = UnrealTargetPlatform.Win64;
                    if( Utils.IsRunningOnMono )
                    {
                        UHTPlatform = UnrealTargetPlatform.Mac;
                    }
                    UBTArguments.Append( " " + UHTPlatform.ToString() );

                    // NOTE: We force Development configuration for UHT so that it runs quickly, even when compiling debug
                    UBTArguments.Append( " " + UnrealTargetConfiguration.Development.ToString() );

                    // NOTE: We disable mutex when launching UBT from within UBT to compile UHT
                    UBTArguments.Append( " -NoMutex" );

                    if (UnrealBuildTool.CommandLineContains("-noxge"))
                    {
                        UBTArguments.Append(" -noxge");
                    }

                    bSuccess = RunExternalExecutable( UnrealBuildTool.GetUBTPath(), UBTArguments.ToString() );
                }

                if( bSuccess )
                {
                    var ActualTargetName = String.IsNullOrEmpty( Target.GetTargetName() ) ? "UE4" : Target.GetTargetName();
                    Log.TraceInformation( "Parsing headers for {0}", ActualTargetName );

                    string HeaderToolPath = GetHeaderToolPath();
                    if (!File.Exists(HeaderToolPath))
                    {
                        throw new BuildException( "Unable to generate headers because UnrealHeaderTool binary was not found ({0}).", Path.GetFullPath( HeaderToolPath ) );
                    }

                    // Disable extensions when serializing to remove the $type fields
                    Directory.CreateDirectory(Path.GetDirectoryName(ModuleInfoFileName));
                    System.IO.File.WriteAllText(ModuleInfoFileName, fastJSON.JSON.Instance.ToJSON(Manifest, new fastJSON.JSONParameters{ UseExtensions = false }));

                    string CmdLine = (UnrealBuildTool.HasUProjectFile()) ? "\"" + UnrealBuildTool.GetUProjectFile() + "\"" : Target.GetTargetName();
                    CmdLine += " \"" + ModuleInfoFileName + "\" -LogCmds=\"loginit warning, logexit warning, logdatabase error\"";
                    if (UnrealBuildTool.RunningRocket())
                    {
                        CmdLine += " -rocket -installed";
                    }

                    if (UEBuildConfiguration.bFailIfGeneratedCodeChanges)
                    {
                        CmdLine += " -FailIfGeneratedCodeChanges";
                    }

                    Stopwatch s = new Stopwatch();
                    s.Start();
                    bSuccess = RunExternalExecutable(ExternalExecution.GetHeaderToolPath(), CmdLine);
                    s.Stop();

                    if (bSuccess)
                    {
                        //if( BuildConfiguration.bPrintDebugInfo )
                        {
                            Log.TraceInformation( "Code generation finished for {0} and took {1}", ActualTargetName, (double)s.ElapsedMilliseconds/1000.0 );
                        }

                        // Now that UHT has successfully finished generating code, we need to update all cached FileItems in case their last write time has changed.
                        // Otherwise UBT might not detect changes UHT made.
                        DateTime StartTime = DateTime.UtcNow;
                        FileItem.ResetInfos();
                        double ResetDuration = (DateTime.UtcNow - StartTime).TotalSeconds;
                        Log.TraceVerbose("FileItem.ResetInfos() duration: {0}s", ResetDuration);
                    }
                    else
                    {
                        Log.TraceInformation( "Error: Failed to generate code for {0}", ActualTargetName );
                    }
                }
                else
                {
                    bSuccess = false;
                }
            }
            else
            {
                Log.TraceVerbose( "Generated code is up to date." );
            }

            if (bSuccess)
            {
                // Allow generated code to be sync'd to remote machines if needed. This needs to be done even if UHT did not run because
                // generated headers include other generated headers using absolute paths which in case of building remotely are already
                // the remote machine absolute paths. Because of that parsing headers will not result in finding all includes properly.
                ToolChain.PostCodeGeneration(Target, Manifest);
                // touch the directories
                UpdateDirectoryTimestamps(Target, UObjectModules);
            }

            return bSuccess;
        }
        /// <summary>
        /// Determines where generated code files will be stored for this module
        /// </summary>
        /// <param name="ModuleDirectory">Module's base directory</param>
        /// <param name="ModuleName">Name of module</param>
        /// <returns></returns>
        public static string GetGeneratedCodeDirectoryForModule(UEBuildTarget Target, string ModuleDirectory, string ModuleName)
        {
            string BaseDirectory = null;
            if ((Target.ShouldCompileMonolithic() || Target.Rules.Type == TargetRules.TargetType.Program) &&
                (!UnrealBuildTool.BuildingRocket()) &&
                (!UnrealBuildTool.RunningRocket() || Utils.IsFileUnderDirectory(ModuleDirectory, UnrealBuildTool.GetUProjectPath())))
            {
                // Monolithic configurations and programs have their intermediate headers stored under their
                // respective project folders with the exception of rocket which always stores engine modules in the engine folder.
                string RootDirectory = UnrealBuildTool.GetUProjectPath();
                if (String.IsNullOrEmpty(RootDirectory))
                {
                    // Intermediates under Engine intermediate folder (program name will be appended later)
                    RootDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
                }
                BaseDirectory = Path.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
            }
            else if (Plugins.IsPluginModule(ModuleName))
            {
                // Plugin module
                BaseDirectory = Path.Combine(Plugins.GetPluginInfoForModule(ModuleName).Directory, BuildConfiguration.PlatformIntermediateFolder);
            }
            else
            {
                var AllProjectFolders = UEBuildTarget.DiscoverAllGameFolders();
                BaseDirectory = AllProjectFolders.Find(ProjectFolder => Utils.IsFileUnderDirectory( ModuleDirectory, ProjectFolder ));
                if (BaseDirectory == null)
                {
                    // Must be an engine module or program module
                    BaseDirectory = ProjectFileGenerator.EngineRelativePath;
                }

                BaseDirectory = Path.GetFullPath(Path.Combine(BaseDirectory, BuildConfiguration.PlatformIntermediateFolder));
            }

            // Construct the intermediate path.
            var GeneratedCodeDirectory = Path.Combine(BaseDirectory, "Inc", ModuleName);
            return GeneratedCodeDirectory + Path.DirectorySeparatorChar;
        }
		/// <summary>
		/// Generates a full path to action history file for the specified target.
		/// </summary>
		public static FileReference GeneratePathForTarget(UEBuildTarget Target)
		{
			DirectoryReference Folder = null;
			if (Target.ShouldCompileMonolithic() || Target.TargetType == TargetRules.TargetType.Program)
			{
				// Monolithic configs and programs have their Action History stored in their respective project folders
				// or under engine intermediate folder + program name folder
				DirectoryReference RootDirectory;
				if (Target.ProjectFile != null)
				{
					RootDirectory = Target.ProjectFile.Directory;
				}
				else
				{
					RootDirectory = UnrealBuildTool.EngineDirectory;
				}
				Folder = DirectoryReference.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
			}
			else
			{
				// Shared action history (unless this is an installed build target)
				Folder = (UnrealBuildTool.IsEngineInstalled() && Target.ProjectFile != null) ?
					DirectoryReference.Combine(Target.ProjectFile.Directory, BuildConfiguration.BaseIntermediateFolder) :
					DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, BuildConfiguration.BaseIntermediateFolder);
			}
			return FileReference.Combine(Folder, "ActionHistory.bin");
		}