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Skip rebuilding UBT when using a source-based engine (#120)
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If we're using a source-based engine, RunUAT will already rebuild UBT and associated binaries if they're out-of-date when we start BuildGraph.
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hach-que authored Jan 1, 2025
1 parent 14b0429 commit 5db345f
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Expand Up @@ -268,6 +268,14 @@ public async Task PatchBuildGraphAsync(string enginePath, bool isEngineBuild)
return;
}

if (!Path.Exists(Path.Combine(enginePath, "Engine", "Build", "InstalledBuild.txt")))
{
// If this is not an installed build (the engine is source code), even if we're not doing an
// engine build, we don't need to build UBT after patching because running UAT will cause the
// necessary binaries to be rebuilt if they're out-of-date.
return;
}

await CopyMissingEngineBitsAsync(enginePath).ConfigureAwait(false);

var epicGamesCoreProject = Path.Combine(enginePath, "Engine", "Source", "Programs", "Shared", "EpicGames.Core", "EpicGames.Core.csproj");
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