Step 5: C++ source (cpp)
Fixes the project's C++ sources and build files for 5.8. This step only edits files, so it can run from another
5.8 project with -target before the project builds (see Workflow).
Done automatically
- Line rules on
.h,.cpp,.Build.csand.Target.csfiles:- moved headers (
#includepaths); Build.cs/Target.cssettings (build settings version, include order, renamed modules);- Large World Coordinates renames generated from the engine's own redirects (float to double);
- Gameplay Ability System API changes;
FGCObject::GetReferencerName,SavePackagearguments,UPackage::FileName.
- moved headers (
- Ensure-include rules: adds an include when a file uses a symbol that is no longer included indirectly.
- Rules can be limited with
whenFileContains/unlessFileContains, so they only fire where they apply. - Project files are regenerated.
Reported for you
- Matches of report-only rules, with
file:lineand a suggestion (for example PhysX or Matinee code). - The exact build command for the project (Notes).
Rule tables
cpp.json: 122 line rules (93 automatic, 29 report-only) of five kinds (include, identifier, API, module, macro),
plus ensure-include rules.
Examples
| Before (4.27) | After (5.8) |
|---|---|
#include "AssetRegistryModule.h" | #include "AssetRegistry/AssetRegistryModule.h" |
DefaultBuildSettings = BuildSettingsVersion.V2; | BuildSettingsVersion.V7 plus IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_8 |
check(AbilitySystemComponent); in an ability task | check(AbilitySystemComponent.IsValid()); |
ABILITY_LOG without include | #include "AbilitySystemLog.h" added |
#include "PhysXPublic.h" | reported: port the code to Chaos |