Thanks, Josh.
Just to clarify, I meant the UE5 method (versus the UE4 method) of ignoring warnings we know about, rather than the warnings being known to come from UE5 in particular.
That said, the warnings in particular that I’m trying to ignore right at this point in time are:
MDL SDK missing warning from the MDLImporter engine plugin:
LogMDLImporter: Warning: MDL SDK was not available when plugin was build - MDL plugin won't be functional!
Compiler warning C4996, which is usage of deprecated symbols and is a multi-line warning, and I’m seeing two variants of it; simple ones like this which are pretty much all the same
[96/3324] Compile [x64] PCH.UnrealEd.cpp C:\agent\game\Sync\Engine\Source\Runtime\Engine\Classes\Materials\MaterialExpression.h(366): warning C4996: 'UMaterialExpression::GetInputsView': Use FExpressionInputIterator instead or GetInput() directly. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
and more complex ones like this that have things to say about the MSVC toolchain version we have in AutoSDK
C:\agent\game\Sync\Engine\Plugins\Animation\RigLogic\Source\RigLogicLib\Public\terse\types\DynArray.h(73): warning C4996: 'stdext::checked_array_iterator<float *>': warning STL4043: stdext::checked_array_iterator, stdext::unchecked_array_iterator, and related factory functions are non-Standard extensions and will be removed in the future. std::span (since C++20) and gsl::span can be used instead. You can define _SILENCE_STDEXT_ARR_ITERS_DEPRECATION_WARNING or _SILENCE_ALL_MS_EXT_DEPRECATION_WARNINGS to suppress this warning. C:\agent\AutoSDK\Sync\HostWin64\Win64\VS2022\14.38.33130\INCLUDE\iterator(1470): note: see declaration of 'stdext::checked_array_iterator' C:\agent\game\Sync\Engine\Plugins\Animation\RigLogic\Source\RigLogicLib\Public\terse\types\DynArray.h(73): note: the template instantiation context (the oldest one first) is C:\agent\game\Sync\Engine\Plugins\Animation\RigLogic\Source\RigLogicLib\Private\dna\DNA.h(593): note: see reference to function template instantiation 'terse::DynArray<float,pma::PolyAllocator<float,64,pma::AlignedMemoryResource>>::DynArray<const float*>(TIterator,TIterator,const pma::PolyAllocator<float,64,pma::AlignedMemoryResource> &)' being compiled with [ TIterator=const float * ] C:\agent\game\Sync\Engine\Plugins\Animation\RigLogic\Source\RigLogicLib\Private\dna\DNA.h(593): note: see the first reference to 'terse::DynArray<float,pma::PolyAllocator<float,64,pma::AlignedMemoryResource>>::DynArray' in 'dna::RawVector3Vector::RawVector3Vector'
Initially I tried to IgnorePatterns.txt method following Branden’s reply in [this [Content removed] which I was how our previous UE4.26 project building on Horde whitelisted warnings/errors, but I’ve not had any success in our newer UE5 projects even though the job executor on Horde logs that my Engine/Build/Horde/IgnorePatterns.txt is being read.
Since posting this question I attempted implementing an EventMatcher following the author’s example in [this [Content removed] and have had success downgrading the log level to information for single line warnings like the MDL SDK one mentioned earlier, but haven’t had success with the multi-line warnings (likely) because they’re structured log events as the thread concludes.
The IgnorePatterns.txt file is significantly more convenient than adding the event matcher and would be my preference, so if you say it’s the way to go maybe I’m doing something wrong?
Any suggestions would be appreciated.