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- diff --git a/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateClangDatabase.cs b/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateClangDatabase.cs
- index a47f99640..80e7c124e 100644
- --- a/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateClangDatabase.cs
- +++ b/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateClangDatabase.cs
- @@ -65,8 +65,8 @@ namespace UnrealBuildTool
- UEBuildTarget Target = UEBuildTarget.Create(TargetDescriptor, BuildConfiguration.bSkipRulesCompile, BuildConfiguration.bUsePrecompiled);
- // Find the location of the compiler
- - VCEnvironment Environment = VCEnvironment.Create(WindowsCompiler.Clang, Target.Platform, Target.Rules.WindowsPlatform.Architecture, null, Target.Rules.WindowsPlatform.WindowsSdkVersion, null);
- - FileReference ClangPath = FileReference.Combine(Environment.CompilerDir, "bin", "clang++.exe");
- + // VCEnvironment Environment = VCEnvironment.Create(WindowsCompiler.Clang, Target.Platform, Target.Rules.WindowsPlatform.Architecture, null, Target.Rules.WindowsPlatform.WindowsSdkVersion, null);
- + FileReference ClangPath = new FileReference("/usr/bin/clang++"); // Yes I know this is the wrong clang but it seems to work
- // Convince each module to output its generated code include path
- foreach (UEBuildBinary Binary in Target.Binaries)
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