private LinkEnvironment SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List <PrecompiledHeaderTemplate> SharedPCHs, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, ActionGraph ActionGraph) { LinkEnvironment BinaryLinkEnvironment = new LinkEnvironment(LinkEnvironment); HashSet <UEBuildModule> LinkEnvironmentVisitedModules = new HashSet <UEBuildModule>(); List <UEBuildBinary> BinaryDependencies = new List <UEBuildBinary>(); CppCompileEnvironment BinaryCompileEnvironment = CreateBinaryCompileEnvironment(CompileEnvironment); foreach (UEBuildModule Module in Modules) { List <FileItem> LinkInputFiles; if (Module.Binary == null || Module.Binary == this) { // Compile each module. Log.TraceVerbose("Compile module: " + Module.Name); LinkInputFiles = Module.Compile(Target, ToolChain, BinaryCompileEnvironment, SharedPCHs, WorkingSet, ActionGraph); // NOTE: Because of 'Shared PCHs', in monolithic builds the same PCH file may appear as a link input // multiple times for a single binary. We'll check for that here, and only add it once. This avoids // a linker warning about redundant .obj files. foreach (FileItem LinkInputFile in LinkInputFiles) { if (!BinaryLinkEnvironment.InputFiles.Contains(LinkInputFile)) { BinaryLinkEnvironment.InputFiles.Add(LinkInputFile); } } } else { BinaryDependencies.Add(Module.Binary); } // Allow the module to modify the link environment for the binary. Module.SetupPrivateLinkEnvironment(this, BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules, ExeDir); } // Allow the binary dependencies to modify the link environment. foreach (UEBuildBinary BinaryDependency in BinaryDependencies) { BinaryDependency.SetupDependentLinkEnvironment(BinaryLinkEnvironment); } // Remove the default resource file on Windows (PCLaunch.rc) if the user has specified their own if (BinaryLinkEnvironment.InputFiles.Select(Item => Path.GetFileName(Item.AbsolutePath).ToLower()).Any(Name => Name.EndsWith(".res") && !Name.EndsWith(".inl.res") && Name != "pclaunch.rc.res")) { BinaryLinkEnvironment.InputFiles.RemoveAll(x => Path.GetFileName(x.AbsolutePath).ToLower() == "pclaunch.rc.res"); } // Set the link output file. BinaryLinkEnvironment.OutputFilePaths = OutputFilePaths.ToList(); // Set whether the link is allowed to have exports. BinaryLinkEnvironment.bHasExports = bAllowExports; // Set the output folder for intermediate files BinaryLinkEnvironment.IntermediateDirectory = IntermediateDirectory; // Put the non-executable output files (PDB, import library, etc) in the same directory as the production BinaryLinkEnvironment.OutputDirectory = OutputFilePaths[0].Directory; // Setup link output type BinaryLinkEnvironment.bIsBuildingDLL = IsBuildingDll(Type); BinaryLinkEnvironment.bIsBuildingLibrary = IsBuildingLibrary(Type); // If we don't have any resource file, use the default or compile a custom one for this module if (BinaryLinkEnvironment.Platform == CppPlatform.Win32 || BinaryLinkEnvironment.Platform == CppPlatform.Win64) { if (!BinaryLinkEnvironment.InputFiles.Any(x => x.Location.HasExtension(".res"))) { if (BinaryLinkEnvironment.DefaultResourceFiles.Count > 0) { // Use the default resource file if possible BinaryLinkEnvironment.InputFiles.AddRange(BinaryLinkEnvironment.DefaultResourceFiles); } else { // Get the intermediate directory DirectoryReference ResourceIntermediateDirectory = ((UEBuildModuleCPP)Modules.First()).IntermediateDirectory; // Create a compile environment for resource files CppCompileEnvironment ResourceCompileEnvironment = new CppCompileEnvironment(BinaryCompileEnvironment); WindowsPlatform.SetupResourceCompileEnvironment(ResourceCompileEnvironment, ResourceIntermediateDirectory, Target); // @todo: This should be in some Windows code somewhere... // Set the original file name macro; used in PCLaunch.rc to set the binary metadata fields. string OriginalFilename = (OriginalOutputFilePaths != null) ? OriginalOutputFilePaths[0].GetFileName() : OutputFilePaths[0].GetFileName(); ResourceCompileEnvironment.Definitions.Add("ORIGINAL_FILE_NAME=\"" + OriginalFilename + "\""); // Set the other version fields ResourceCompileEnvironment.Definitions.Add(String.Format("BUILT_FROM_CHANGELIST={0}", Target.Version.Changelist)); ResourceCompileEnvironment.Definitions.Add(String.Format("BUILD_VERSION={0}", Target.BuildVersion)); // Otherwise compile the default resource file per-binary, so that it gets the correct ORIGINAL_FILE_NAME macro. FileItem DefaultResourceFile = FileItem.GetItemByFileReference(FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Runtime", "Launch", "Resources", "Windows", "PCLaunch.rc")); CPPOutput DefaultResourceOutput = ToolChain.CompileRCFiles(ResourceCompileEnvironment, new List <FileItem> { DefaultResourceFile }, ResourceIntermediateDirectory, ActionGraph); BinaryLinkEnvironment.InputFiles.AddRange(DefaultResourceOutput.ObjectFiles); } } } // Add all the common resource files BinaryLinkEnvironment.InputFiles.AddRange(BinaryLinkEnvironment.CommonResourceFiles); return(BinaryLinkEnvironment); }