Advertisement
Goodevil95

UE patch clang database

Jun 22nd, 2021
1,814
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Diff 1.58 KB | None | 0 0
  1. diff --git a/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateClangDatabase.cs b/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateClangDatabase.cs
  2. index a47f99640..80e7c124e 100644
  3. --- a/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateClangDatabase.cs
  4. +++ b/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateClangDatabase.cs
  5. @@ -65,8 +65,8 @@ namespace UnrealBuildTool
  6.                                         UEBuildTarget Target = UEBuildTarget.Create(TargetDescriptor, BuildConfiguration.bSkipRulesCompile, BuildConfiguration.bUsePrecompiled);
  7.  
  8.                                         // Find the location of the compiler
  9. -                                       VCEnvironment Environment = VCEnvironment.Create(WindowsCompiler.Clang, Target.Platform, Target.Rules.WindowsPlatform.Architecture, null, Target.Rules.WindowsPlatform.WindowsSdkVersion, null);
  10. -                                       FileReference ClangPath = FileReference.Combine(Environment.CompilerDir, "bin", "clang++.exe");
  11. +                                       // VCEnvironment Environment = VCEnvironment.Create(WindowsCompiler.Clang, Target.Platform, Target.Rules.WindowsPlatform.Architecture, null, Target.Rules.WindowsPlatform.WindowsSdkVersion, null);
  12. +                                       FileReference ClangPath = new FileReference("/usr/bin/clang++"); // Yes I know this is the wrong clang but it seems to work
  13.  
  14.                                         // Convince each module to output its generated code include path
  15.                                         foreach (UEBuildBinary Binary in Target.Binaries)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement