/// <summary> /// Process all modules that aren't yet bound, creating binaries for modules that don't yet have one (if needed), /// and updating modules for circular dependencies. /// </summary> /// <returns>List of newly-created binaries (may be empty)</returns> public override void ProcessUnboundModules() { if (Config.bHasModuleRules) { // Modules may be added to this binary during this process, so don't foreach over ModuleNames for (int Idx = 0; Idx < ModuleNames.Count; Idx++) { UEBuildModule Module = Target.FindOrCreateModuleByName(ModuleNames[Idx]); Module.RecursivelyProcessUnboundModules(); } } }