Open csciguy8 opened 4 days ago
One solution could be to just make some of our CI builds "non-unity" builds, but this could would come at the cost of compile time and artifact size, which came up in this issue
One possible solution is to use a IWYU (include what you use) tool to strip out unneeded headers, but also ensure that proper headers are included for every source file.
Github repo here
CMake 3.3 seems to have support with CMAKE_
Unreal looks to have related code, but haven't found any documentation for its use \Epic Games\UE_5.4\Engine\Source\Programs\UnrealBuildTool\ToolChain\IWYUToolChain.cs \Epic Games\UE_5.4\Engine\Source\Programs\UnrealBuildTool\Modes\IWYUMode.cs
Some users download our released plugin, put in it their project, Unreal Editor is rebuilding it for them, and the build fails.
One example is on the forum here.
Although the forum issue was solved, we need to be able to catch errors like this on CI before we release.
It's possible to reproduce this locally by doing this..
In this case, the build failed, and produced messages like this in the log...