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UnrealEngineUWP/Engine/Source/Developer/DesktopPlatform/Private/DesktopPlatformBase.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "DesktopPlatformBase.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "HAL/FileManager.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/Guid.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/FeedbackContext.h"
#include "Misc/App.h"
#include "Misc/EngineVersion.h"
#include "Serialization/JsonTypes.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
#include "Modules/ModuleManager.h"
#include "DesktopPlatformPrivate.h"
#include "Misc/OutputDeviceRedirector.h"
#define LOCTEXT_NAMESPACE "DesktopPlatform"
FDesktopPlatformBase::FDesktopPlatformBase()
{
LauncherInstallationTimestamp = FDateTime::MinValue();
}
FString FDesktopPlatformBase::GetEngineDescription(const FString& Identifier)
{
// Official release versions just have a version number
if(IsStockEngineRelease(Identifier))
{
return Identifier;
}
// Otherwise get the path
FString RootDir;
if(!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return FString();
}
// Convert it to a platform directory
FString PlatformRootDir = RootDir;
FPaths::MakePlatformFilename(PlatformRootDir);
// Perforce build
if (IsSourceDistribution(RootDir))
{
return FString::Printf(TEXT("Source build at %s"), *PlatformRootDir);
}
else
{
return FString::Printf(TEXT("Binary build at %s"), *PlatformRootDir);
}
}
FString FDesktopPlatformBase::GetCurrentEngineIdentifier()
{
if(CurrentEngineIdentifier.Len() == 0 && !GetEngineIdentifierFromRootDir(FPlatformMisc::RootDir(), CurrentEngineIdentifier))
{
CurrentEngineIdentifier.Empty();
}
return CurrentEngineIdentifier;
}
void FDesktopPlatformBase::EnumerateLauncherEngineInstallations(TMap<FString, FString> &OutInstallations)
{
// Cache the launcher install list if necessary
ReadLauncherInstallationList();
// We've got a list of launcher installations. Filter it by the engine installations.
for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
{
FString AppName = Iter.Key();
if(AppName.RemoveFromStart(TEXT("UE_"), ESearchCase::CaseSensitive))
{
OutInstallations.Add(AppName, Iter.Value());
}
}
}
void FDesktopPlatformBase::EnumerateLauncherSampleInstallations(TArray<FString> &OutInstallations)
{
// Cache the launcher install list if necessary
ReadLauncherInstallationList();
// We've got a list of launcher installations. Filter it by the engine installations.
for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
{
FString AppName = Iter.Key();
if(!AppName.StartsWith(TEXT("UE_"), ESearchCase::CaseSensitive))
{
OutInstallations.Add(Iter.Value());
}
}
}
void FDesktopPlatformBase::EnumerateLauncherSampleProjects(TArray<FString> &OutFileNames)
{
// Enumerate all the sample installation directories
TArray<FString> LauncherSampleDirectories;
EnumerateLauncherSampleInstallations(LauncherSampleDirectories);
// Find all the project files within them
for(int32 Idx = 0; Idx < LauncherSampleDirectories.Num(); Idx++)
{
TArray<FString> FileNames;
IFileManager::Get().FindFiles(FileNames, *(LauncherSampleDirectories[Idx] / TEXT("*.uproject")), true, false);
OutFileNames.Append(FileNames);
}
}
bool FDesktopPlatformBase::GetEngineRootDirFromIdentifier(const FString &Identifier, FString &OutRootDir)
{
// Get all the installations
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
// Find the one with the right identifier
for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
{
if (Iter->Key == Identifier)
{
OutRootDir = Iter->Value;
return true;
}
}
return false;
}
bool FDesktopPlatformBase::GetEngineIdentifierFromRootDir(const FString &RootDir, FString &OutIdentifier)
{
// Get all the installations
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
// Normalize the root directory
FString NormalizedRootDir = RootDir;
FPaths::CollapseRelativeDirectories(NormalizedRootDir);
FPaths::NormalizeDirectoryName(NormalizedRootDir);
// Find the label for the given directory
for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
{
if (Iter->Value == NormalizedRootDir)
{
OutIdentifier = Iter->Key;
return true;
}
}
// Otherwise just try to add it
return RegisterEngineInstallation(RootDir, OutIdentifier);
}
bool FDesktopPlatformBase::GetDefaultEngineIdentifier(FString &OutId)
{
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
bool bRes = false;
if (Installations.Num() > 0)
{
// Default to the first install
TMap<FString, FString>::TConstIterator Iter(Installations);
OutId = Iter.Key();
++Iter;
// Try to find the most preferred install
for(; Iter; ++Iter)
{
if(IsPreferredEngineIdentifier(Iter.Key(), OutId))
{
OutId = Iter.Key();
}
}
}
return bRes;
}
bool FDesktopPlatformBase::GetDefaultEngineRootDir(FString &OutDirName)
{
FString Identifier;
return GetDefaultEngineIdentifier(Identifier) && GetEngineRootDirFromIdentifier(Identifier, OutDirName);
}
bool FDesktopPlatformBase::IsPreferredEngineIdentifier(const FString &Identifier, const FString &OtherIdentifier)
{
int32 Version = ParseReleaseVersion(Identifier);
int32 OtherVersion = ParseReleaseVersion(OtherIdentifier);
if(Version != OtherVersion)
{
return Version > OtherVersion;
}
else
{
return Identifier > OtherIdentifier;
}
}
bool FDesktopPlatformBase::TryGetEngineVersion(const FString& RootDir, FEngineVersion& OutVersion)
{
// Read the file to a string
FString VersionText;
if(FFileHelper::LoadFileToString(VersionText, *(RootDir / TEXT("Engine/Build/Build.version"))))
{
// Deserialize a JSON object from the string
TSharedPtr< FJsonObject > Object;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(VersionText);
if(FJsonSerializer::Deserialize(Reader, Object) && Object.IsValid())
{
int32 MajorVersion = 0;
int32 MinorVersion = 0;
int32 PatchVersion = 0;
if(Object->TryGetNumberField(TEXT("MajorVersion"), MajorVersion) && Object->TryGetNumberField(TEXT("MinorVersion"), MinorVersion) && Object->TryGetNumberField(TEXT("PatchVersion"), PatchVersion))
{
int32 Changelist = 0;
if(!Object->TryGetNumberField(TEXT("Changelist"), Changelist))
{
Changelist = 0;
}
int32 IsLicenseeVersion = 0;
if(!Object->TryGetNumberField(TEXT("IsLicenseeVersion"), IsLicenseeVersion))
{
IsLicenseeVersion = 0;
}
FString BranchName;
if(!Object->TryGetStringField(TEXT("BranchName"), BranchName))
{
BranchName = FString();
}
int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
return true;
}
}
}
// Try to read the version file
FString VersionHeader;
if(FFileHelper::LoadFileToString(VersionHeader, *(RootDir / TEXT("Engine/Source/Runtime/Launch/Resources/Version.h"))))
{
int32 MajorVersion = -1;
int32 MinorVersion = -1;
int32 PatchVersion = -1;
int32 Changelist = 0;
int32 IsLicenseeVersion = 0;
FString BranchName;
// Scan the file for version defines
const TCHAR* TextPos = *VersionHeader;
while(*TextPos)
{
// Skip over any newlines
while(FChar::IsWhitespace(*TextPos))
{
TextPos++;
}
// Buffer up a line of tokens
TArray<FString> Tokens;
while(*TextPos != '\n' && *TextPos != 0)
{
if(*TextPos == ' ' || *TextPos == '\t' || *TextPos == '\r')
{
// Skip over whitespace
TextPos++;
}
else if(FChar::IsIdentifier(*TextPos))
{
// Parse an identifier. Exact C rules for an identifier don't really matter; we just need alphanumeric sequences.
const TCHAR* TokenStart = TextPos++;
while(FChar::IsIdentifier(*TextPos)) TextPos++;
Tokens.Add(FString(TextPos - TokenStart, TokenStart));
}
else if(*TextPos == '\"')
{
// Parse a string
const TCHAR* TokenStart = TextPos++;
while(*TextPos != 0 && (TextPos == TokenStart + 1 || *(TextPos - 1) != '\"')) TextPos++;
Tokens.Add(FString(TextPos - TokenStart, TokenStart));
}
else if(*TextPos == '/' && *(TextPos + 1) == '/')
{
// Skip a C++ style comment
TextPos += 2;
while(*TextPos != '\n' && *TextPos != 0) TextPos++;
}
else if(*TextPos == '/' && *(TextPos + 1) == '*' && *(TextPos + 2) != 0 && *(TextPos + 3) != 0)
{
// Skip a C-style comment
TextPos += 4;
while(*TextPos != 0 && (*(TextPos - 2) != '*' || *(TextPos - 1) != '/')) TextPos++;
}
else
{
// Take a single symbol character
Tokens.Add(FString(1, TextPos));
TextPos++;
}
}
// Check if it matches any version defines
if(Tokens.Num() >= 4 && Tokens[0] == "#" && Tokens[1] == "define")
{
if(FChar::IsDigit(Tokens[3][0]))
{
if(Tokens[2] == "ENGINE_MAJOR_VERSION")
{
MajorVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_MINOR_VERSION")
{
MinorVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_PATCH_VERSION")
{
PatchVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "BUILT_FROM_CHANGELIST")
{
Changelist = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_IS_LICENSEE_VERSION")
{
IsLicenseeVersion = FCString::Atoi(*Tokens[3]);
}
}
else if(Tokens[3].StartsWith("\"") && Tokens[3].EndsWith("\""))
{
if(Tokens[2] == "BRANCH_NAME")
{
BranchName = Tokens[3].TrimQuotes();
}
}
}
}
// If we have everything we need, fill in the version struct
if(MajorVersion != -1 && MinorVersion != -1 && PatchVersion != -1)
{
int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
return true;
}
}
return false;
}
bool FDesktopPlatformBase::IsStockEngineRelease(const FString &Identifier)
{
FGuid Guid;
return !FGuid::Parse(Identifier, Guid);
}
bool FDesktopPlatformBase::TryParseStockEngineVersion(const FString& Identifier, FEngineVersion& OutVersion)
{
TCHAR* End;
uint64 Major = FCString::Strtoui64(*Identifier, &End, 10);
if (Major > MAX_uint16 || *(End++) != '.')
{
return false;
}
uint64 Minor = FCString::Strtoui64(End, &End, 10);
if (Minor > MAX_uint16 || *End != 0)
{
return false;
}
OutVersion = FEngineVersion(Major, Minor, 0, 0, TEXT(""));
return true;
}
bool FDesktopPlatformBase::IsSourceDistribution(const FString &EngineRootDir)
{
// Check for the existence of a SourceBuild.txt file
FString SourceBuildPath = EngineRootDir / TEXT("Engine/Build/SourceDistribution.txt");
return (IFileManager::Get().FileSize(*SourceBuildPath) >= 0);
}
bool FDesktopPlatformBase::IsPerforceBuild(const FString &EngineRootDir)
{
// Check for the existence of a SourceBuild.txt file
FString PerforceBuildPath = EngineRootDir / TEXT("Engine/Build/PerforceBuild.txt");
return (IFileManager::Get().FileSize(*PerforceBuildPath) >= 0);
}
bool FDesktopPlatformBase::IsValidRootDirectory(const FString &RootDir)
{
// Check that there's an Engine\Binaries directory underneath the root
FString EngineBinariesDirName = RootDir / TEXT("Engine/Binaries");
FPaths::NormalizeDirectoryName(EngineBinariesDirName);
if(!IFileManager::Get().DirectoryExists(*EngineBinariesDirName))
{
return false;
}
// Also check there's an Engine\Build directory. This will filter out anything that has an engine-like directory structure but doesn't allow building code projects - like the launcher.
FString EngineBuildDirName = RootDir / TEXT("Engine/Build");
FPaths::NormalizeDirectoryName(EngineBuildDirName);
if(!IFileManager::Get().DirectoryExists(*EngineBuildDirName))
{
return false;
}
// Otherwise it's valid
return true;
}
bool FDesktopPlatformBase::SetEngineIdentifierForProject(const FString &ProjectFileName, const FString &InIdentifier)
{
// Load the project file
TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
if (!ProjectFile.IsValid())
{
return false;
}
// Check if the project is a non-foreign project of the given engine installation. If so, blank the identifier
// string to allow portability between source control databases. GetEngineIdentifierForProject will translate
// the association back into a local identifier on other machines or syncs.
FString Identifier = InIdentifier;
if(Identifier.Len() > 0)
{
FString RootDir;
if(GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
if(!Dictionary.IsForeignProject(ProjectFileName))
{
Identifier.Empty();
}
}
}
// Set the association on the project and save it
ProjectFile->SetStringField(TEXT("EngineAssociation"), Identifier);
return SaveProjectFile(ProjectFileName, ProjectFile);
}
bool FDesktopPlatformBase::GetEngineIdentifierForProject(const FString& ProjectFileName, FString& OutIdentifier)
{
OutIdentifier.Empty();
// Load the project file
TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
if(!ProjectFile.IsValid())
{
return false;
}
// Try to read the identifier from it
TSharedPtr<FJsonValue> Value = ProjectFile->TryGetField(TEXT("EngineAssociation"));
if(Value.IsValid() && Value->Type == EJson::String)
{
OutIdentifier = Value->AsString();
if(OutIdentifier.Len() > 0)
{
// If it's a path, convert it into an engine identifier
if(OutIdentifier.Contains(TEXT("/")) || OutIdentifier.Contains("\\"))
{
FString EngineRootDir = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ProjectFileName), OutIdentifier);
if(!GetEngineIdentifierFromRootDir(EngineRootDir, OutIdentifier))
{
return false;
}
}
return true;
}
}
// Otherwise scan up through the directory hierarchy to find an installation
FString ParentDir = FPaths::GetPath(ProjectFileName);
FPaths::NormalizeDirectoryName(ParentDir);
// Keep going until we reach the root
int32 SeparatorIdx;
while(ParentDir.FindLastChar(TEXT('/'), SeparatorIdx))
{
ParentDir.RemoveAt(SeparatorIdx, ParentDir.Len() - SeparatorIdx);
if(IsValidRootDirectory(ParentDir) && GetEngineIdentifierFromRootDir(ParentDir, OutIdentifier))
{
return true;
}
}
// Otherwise check the engine version string for 4.0, in case this project existed before the engine association stuff went in
FString EngineVersionString;
if(ProjectFile->TryGetStringField(TEXT("EngineVersion"), EngineVersionString) && EngineVersionString.Len() > 0)
{
FEngineVersion EngineVersion;
if(FEngineVersion::Parse(EngineVersionString, EngineVersion) && EngineVersion.HasChangelist() && EngineVersion.ToString(EVersionComponent::Minor) == TEXT("4.0"))
{
OutIdentifier = TEXT("4.0");
return true;
}
}
return false;
}
bool FDesktopPlatformBase::OpenProject(const FString& ProjectFileName)
{
FPlatformProcess::LaunchFileInDefaultExternalApplication(*ProjectFileName);
return true;
}
bool FDesktopPlatformBase::CleanGameProject(const FString& ProjectDir, FString& OutFailPath, FFeedbackContext* Warn)
{
// Begin a task
Warn->BeginSlowTask(LOCTEXT("CleaningProject", "Removing stale build products..."), true);
// Enumerate all the files
TArray<FString> FileNames;
TArray<FString> DirectoryNames;
GetProjectBuildProducts(ProjectDir, FileNames, DirectoryNames);
// Remove all the files
for(int32 Idx = 0; Idx < FileNames.Num(); Idx++)
{
// Remove the file
if(!IFileManager::Get().Delete(*FileNames[Idx]))
{
OutFailPath = FileNames[Idx];
Warn->EndSlowTask();
return false;
}
// Update the progress
Warn->UpdateProgress(Idx, FileNames.Num() + DirectoryNames.Num());
}
// Remove all the directories
for(int32 Idx = 0; Idx < DirectoryNames.Num(); Idx++)
{
// Remove the directory
if(!IFileManager::Get().DeleteDirectory(*DirectoryNames[Idx], false, true))
{
OutFailPath = DirectoryNames[Idx];
Warn->EndSlowTask();
return false;
}
// Update the progress
Warn->UpdateProgress(Idx + FileNames.Num(), FileNames.Num() + DirectoryNames.Num());
}
// End the task
Warn->EndSlowTask();
return true;
}
bool FDesktopPlatformBase::CompileGameProject(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn, ECompilationResult::Type* OutResult)
{
FModuleManager& ModuleManager = FModuleManager::Get();
// Build the argument list
FString Arguments = FString::Printf(TEXT("%s %s"), ModuleManager.GetUBTConfiguration(), FPlatformMisc::GetUBTPlatform());
// Append the project name if it's a foreign project. Otherwise compile UnrealEditor.
if ( ProjectFileName.IsEmpty() )
{
Arguments = TEXT("UnrealEditor ") + Arguments;
}
else
{
Arguments += FString::Printf(TEXT(" -Project=\"%s\" -TargetType=Editor"), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
}
// Append any other options
Arguments += " -Progress -NoEngineChanges -NoHotReloadFromIDE";
// Run UBT
int32 ExitCode;
bool bResult = static_cast<IDesktopPlatform*>(this)->RunUnrealBuildTool(LOCTEXT("CompilingProject", "Compiling project..."), RootDir, Arguments, Warn, ExitCode);
if (OutResult != nullptr)
{
*OutResult = (ECompilationResult::Type)ExitCode;
}
// Reset module paths in case they have changed during compilation
ModuleManager.ResetModulePathsCache();
return bResult;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3564359 by Yannick.Lange Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785. #jira UE-47785, UE-47827 Change 3740671 by Matt.Kuhlenschmidt Make the font editor canvas respect dpi scale Change 3740810 by Josh.Engebretson PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist) #jira UE-51358 Change 3740939 by Cody.Albert Fixing some #ifdefs that should be #ifs Change 3741089 by Alexis.Matte Make sure bImportBoneTracks is set to true when importing into level #jira UE-51999 Change 3741101 by Alexis.Matte Fix the import material search #jira UE-51857 Change 3741690 by Jamie.Dale Guard against an invalid index in SLocalizationCommandletExecutor::Tick #jira UE-52067 Change 3741710 by Jamie.Dale Made a static variable also const Change 3741724 by Michael.Dupuis Added missing shader cache Change 3742037 by Lauren.Ridge Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values Change 3742250 by Matt.Kuhlenschmidt PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed) Change 3742308 by Lauren.Ridge Adding axis input to the material editor's viewport client Change 3742380 by Matt.Kuhlenschmidt USD importer improvements - USD now stores source file information for reimports - Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data - Prevent a crash if a mesh doesnt have enough valid data to be imported Change 3742536 by Matt.Kuhlenschmidt Remove usd wrapper test project Change 3743564 by Alexis.Matte Fix skeletal mesh screen size auto set value when importing a LOD #test none #jira UE-52100 Change 3743582 by Lauren.Ridge Fixing non-desktop compiles Change 3743598 by Lauren.Ridge Fixing shadowed variable by renaming the global color picker weak ptr variable. Change 3743636 by Lauren.Ridge Creating a new parameter immediately allows naming Change 3743855 by Michael.Dupuis Added missing shader from cache Change 3744277 by Lauren.Ridge Don't show empty Global group if it only contained the material layer param. Change 3744330 by Lauren.Ridge Clarifying "no parameter" text Change 3744529 by Lauren.Ridge Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel Change 3744668 by Chris.Bunner Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs. Added output for number of unique shaders generated by a particular material instance. Show instruction counts when working on a material layer. Relaxed restrictions on material layers, base MA input is now optional. #jira UETOOL-1271, UETOOL-1278, UETOOL-1279 Change 3744669 by Chris.Bunner Added automated test for material layers, layer/blend instances and shared inputs. Change 3744754 by Laz.Matech Adding localization data to QAGame for the Realtime Preview localization test. #jira none Change 3744860 by Michael.Dupuis #jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data Change 3744965 by Chris.Bunner Rebuilt lighting in automated test map and updated reflection capture screenshot. Change 3746015 by Michael.Dupuis #jira UE-52090: Added missing shader for forward rendering Change 3746038 by Michael.Dupuis #jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes Change 3746076 by Michael.Dupuis Removed unused code Change 3746998 by Tim.Gautier QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview - Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests Change 3747206 by Arciel.Rekman Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086). - Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0. (Edigrating CL 3740942 from Release-4.18 to Dev-Editor) Change 3747211 by Arciel.Rekman Make failure to launch SCW more apparent to the user (UE-47263). - Fixes frequent crash on Linux. (Merging 3747070 from Release-4.18 to Dev-Editor) Change 3747726 by Tim.Gautier QAGame: Resubmitting updated Loc files Change 3747872 by Tim.Gautier QAGame: Resubmitting compiled Loc assets Change 3748118 by Lauren.Ridge Adding help text to the material layers preview tab Change 3748398 by Lauren.Ridge Fixing tooltips for the material layer read-only preview Change 3748565 by Arciel.Rekman Linux: fix RHIs settings being wrong when removed via project properties (UE-51203). - This was a deeper issue with config system than just Linux RHIs. - This is a better fix than one submitted to 4.18 branch in CL 3747086. Change 3749441 by Matt.Kuhlenschmidt PR #4201: Fix a typo in a comment. (Contributed by dneelyep) Change 3749442 by Matt.Kuhlenschmidt PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist) Change 3749496 by Matt.Kuhlenschmidt Fix static analysis Change 3749805 by Lauren.Ridge Fixing reset to default on MaterialLayerParam in base material Change 3749838 by Lauren.Ridge Also correctly resetting names and layer states Change 3750442 by Mieszko.Zielinski Added a safety check which addresses the crash #UE4 Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework. #jira UE-52123 Change 3752266 by Arciel.Rekman OpenGL: remove PLATFORM_WINDOWS exceptions. - Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility. - VAB bug should have been fixed long ago (on both platforms). Change 3752929 by Arciel.Rekman Linux: avoid crashing on unknown drivers. - See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html - Checks in IsDeviceIntel() and such fail if the drivers were not detected. Change 3753254 by Michael.Dupuis Added missing shader for shader cache Change 3753426 by Michael.Dupuis #jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components Change 3753440 by Alexis.Matte Fix fbx scene importer morph target import crash #jira UE-52255 Change 3753457 by Michael.Dupuis build fix Change 3753700 by Chris.Bunner Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases. Refactor to remove duplicate code in material translator. Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack. Change 3754760 by Chris.Bunner Tidying up EngineTest/ShaderModels map. Change 3754765 by Arciel.Rekman Avoid placing tooltip windows under the cursor (UE-12288). - Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through). Change 3754788 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3754933 by Christina.TempelaarL Fixed typo in heightLerp (transistion->transition). #jira UE-46736 Change 3754946 by Cody.Albert Update loading movie code to properly calculate delta time when throttled at 60fps Change 3755059 by Jamie.Dale Fixed game preview language not updating in realtime while PIE was enabled #jira UE-52209 Change 3755130 by Jamie.Dale Fixed game preview language not updating from native when switching between preview languages #jira UE-52348 Change 3755664 by Michael.Dupuis Fixed compile warning Change 3755714 by Yannick.Lange Always allow capturing thumbnails from viewport. This also hides the thumbnail editing UI when a thumbnail was captured from a viewport. Change 3755944 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3756109 by Christina.TempelaarL fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text #jira UE-48389 Change 3756169 by Jamie.Dale Added plural form pattern to SContentBrowser::GetPathText Change 3756493 by Laz.Matech Updating Localization content to further test InEditor Preview Language in UMG #jira none Change 3758336 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758947 by Jamie.Dale Fixed cursor position regression in search boxes This was caused by a call to SetText that was added in CL# 3627864 This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term. This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor. #jira UE-48874 Change 3759000 by Laz.Matech Submitting the .PO file for CL 3756493 #jira none Change 3759480 by Matt.Kuhlenschmidt Safe guard against brush details crash #jira UE-52278 Change 3759665 by Matt.Kuhlenschmidt PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist) Change 3761211 by Matt.Kuhlenschmidt Remove the restriction that a level must be writable to be locked/unlocked. Fixed duplicate icons being used by the level browser Change 3761304 by Chris.Bunner MaterialAttributeLayers graph node BaseMA input is no longer required. Note: Requires "Use Preview Value" set to true on inputs. Change 3761307 by Chris.Bunner New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit. Change 3761357 by Chris.Bunner Renamed material shared input enum. Change 3761419 by Chris.Bunner Updating material layers automated test assets after recent changes. Reverted some naming changes so existing screenshot tests can be reused. Change 3762058 by tim.gautier QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction) Change 3763328 by Matt.Kuhlenschmidt Fix Slate warning at editor startup Change 3763354 by Alexis.Matte Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction #jira UE-52505 Change 3763501 by Matt.Kuhlenschmidt Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool Change 3763574 by Matt.Kuhlenschmidt Fix slate material box brushes not being keyed off image size #jira UE-40219 Change 3763678 by Jamie.Dale Disable realtime level editor viewport if running under remote desktop This makes the main editor window much more responsive by default under remote desktop Change 3763679 by Jamie.Dale Added asset caching metrics for the loc gather Change 3763693 by Matt.Kuhlenschmidt Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used #jira UE-51754 Change 3763826 by Michael.Dupuis Fixed Fortnite cooking crash Change 3763864 by Harrison.Moore Adding New Default 'LayerBlend' assets Change 3764028 by Christina.TempelaarL #jira UE-47695 Auto LOD bug Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie. Change 3764031 by Christina.TempelaarL #jira UE-47695 Auto LOD in StaticMeshViewer moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked. Change 3764076 by tim.gautier QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing Change 3764263 by Matt.Kuhlenschmidt Fix the floor mesh thumbnail Change 3764284 by Chris.Bunner Removing some asserts for cases that can validly fail and are already handled. Change 3764372 by Matt.Kuhlenschmidt PR #4196: Show edit icons in editor (Contributed by projectgheist) Change 3764388 by Chris.Bunner Fixing logic for material, function and instance updating active materials and instances and their editors. Change 3764674 by Harrison.Moore test materials added, Blend updates Change 3764681 by Harrison.Moore Adding HMtest map Change 3766238 by Chris.Bunner Material layer callers need to let their internal material function calls update their inputs/outputs. Change 3766556 by Jamie.Dale Fixed crashes that could happen if some of the data table panels were closed We now always create the underlying widgets, even if they're currently hidden from view #jira UE-52552 Change 3767753 by Chris.Bunner When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet. Change 3768719 by Michael.Dupuis #jira UE-52521: Prevent possible crash if a segment have no point or invalid point Change 3769157 by Jamie.Dale Fixed incorrect text selection if selecting via double click beyond the bounds of the line It would previously select the second to last word, rather than the last word #jira UE-51609 Change 3769159 by Harrison.Moore Belica Test update, New layer blends updated with texture type fix. Change 3769205 by Jamie.Dale Fixed Windows file save dialog not appending the correct extension when there were multiple options available #jira UE-52180 Change 3769220 by Harrison.Moore Layer blend tweaks Change 3769292 by Jamie.Dale Removing redundant code Applying the correct package ID, only to then strip it off again is rather pointless Change 3769479 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows. Change 3769920 by Arciel.Rekman Linux: convert yet another initialization crash to a user-friendly message (UE-52457). #jira UE-52457 Change 3771055 by Alexis.Matte Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component Use the morph vertex factory only for section that has active morph target #jira UE-51483 Change 3771135 by Michael.Dupuis Fixed fortnite cooking Change 3773054 by Yannick.Lange Avoid loading viewport interaction assets when starting the editor. Change 3774184 by Arciel.Rekman Linux: disabled some gdb visualizers until the issue is fixed. - CL 3773942 by CengizT. Change 3774303 by Matt.Kuhlenschmidt Pull requests to fix various typos Change 3774305 by Matt.Kuhlenschmidt PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed) #jira UE-51608 Change 3774701 by Arciel.Rekman OpenGL: fix ARB callback errors when hitting Build Lighting. - Merged from 4.18 shelf. Change 3775812 by Matt.Kuhlenschmidt Fix One-off crash undo-ing while working with Material Params / Material Functions #jira UE-52680 Change 3775849 by Matt.Kuhlenschmidt More info for UE-52610 Change 3775850 by Matt.Kuhlenschmidt Guard against mesh paint crashes #jira UE-52618 Change 3775904 by Matt.Kuhlenschmidt Added logging to track down window shutdown issues Change 3775913 by Matt.Kuhlenschmidt Pull requests for typos #jira UE-52751, UE-52748 Change 3776676 by Jamie.Dale Fixed being able to insert tabs into spin boxes with units #jira UE-52776 Change 3777006 by Michael.Trepka Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear. #jira UE-52145 Change 3777170 by Arciel.Rekman Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766). - Change by Brandon.Schaefer. - Limitation: no per-monitor DPI. (Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777292 by Arciel.Rekman Linux: fix symbol collision causing problems with AMD drivers (UE-51843). - We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO"). - We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers. - The only possible workaround is to have elf_end() renamed. (Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777686 by Joe.Conley Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips. Change 3778180 by Jamie.Dale Avoid a crash if a regex pattern or matcher outlive ICU during shutdown #jira UE-52770 Change 3778182 by Jamie.Dale Avoid a crash if a break iterator outlives ICU during shutdown Change 3778368 by Jamie.Dale Added missing pragma once Change 3778560 by Matt.Kuhlenschmidt Prevent non-shared DDC notification from triggering for epic internal builds Change 3778709 by Lauren.Ridge Copying 4.18.2 array reordering propagating to children fix (originally 3778547) Change 3779205 by Lauren.Ridge Duplicating 3776649 to fix a crash on compile due to partial GC of a widget. #jira UE-52260 Change 3779217 by Brandon.Schaefer GitHub #3678 Fix Setup.sh handling of special characters in PNG path #jira UE-46103 Change 3779341 by Brandon.Schaefer GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies #jira UE-39364 Change 3780274 by Joe.Conley DataTables: Add documentation tooltips showing type information to header columns Change 3780840 by Alexis.Matte Do a re-import when user re-import LOD 0 Prevent importing more then MAX_SKELETAL_MESH_LODS #jira UE-52373 Change 3781067 by Arciel.Rekman Linux: fix OSSSteam cross-compilation (and CIS). - Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")"); Change 3781110 by Christina.TempelaarL #jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar Change 3781531 by Christina.TempelaarL #jira UE-47695 added LOD menu to Static Mesh Editor viewport Change 3781663 by Alexis.Matte Fix for cancel export fbx when previewing animation sequence export #jira UE-49743 Change 3782007 by Jamie.Dale Improved the ability to lockdown available game languages In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled). This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead). Change 3782122 by Jordan.Walker test assets for material layers Change 3782131 by Joe.Graf Added support for IOS and TVOS targets when generating CMake files on Mac Change 3782218 by Christina.TempelaarL fixing include paths and capitalization causing build errors. Change 3783171 by Michael.Dupuis Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive Added the possibility to store Custom data per view for the frame duration Change 3783172 by Michael.Dupuis #jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location Changed how LOD distribution is done to be in screen size instead of distance. Give the possibility to have a different distribution for LOD0 vs the other one. Change 3783174 by Michael.Dupuis missing file to landscape refactor Change 3783315 by Lauren.Ridge Changing a parameter in the Material Parameter Panel now dirties the material correctly. Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well. Change 3783374 by Chris.Bunner Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled. Change 3783617 by Chris.Bunner Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter. Fixed GetSharedInput failing to return the preview texture in the Function Instance editor. Change 3783676 by Lauren.Ridge Adding access to a material function instance's parent in the Material Instance Editor Change 3783751 by Michael.Trepka PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98) Change 3783971 by Brandon.Schaefer Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case. #jira UE-37631 Change 3783992 by Michael.Dupuis #jira UE-35097: Remove tessellation on editor tools Fixed a case where tessellation multiplier at 0 would cause the component to not be visible Fixed minor tessellation falloff calculation error Change 3784502 by Chris.Bunner Restored missing bool setter. Coding standards fix. Change 3784614 by Arciel.Rekman Linux: better error message when running out of inotify watches (UE-50459). #jira UE-50459 Change 3784620 by Chris.Bunner Updated LayerBlend_TextureMask to use new ChannelMask parameter. Change 3784725 by Lauren.Ridge Fixing groups not sorting correctly Change 3785645 by Chris.Bunner Non-editor compile fix. Change 3785666 by Arciel.Rekman Linux: restore ability to use Wayland instead of X11. - SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS - Change by Anthony.Bills. Change 3785708 by Arciel.Rekman Linux: implement voice capture using SDL (non-server only) (UE-51298). - Based on pull request #4131 by mkirzinger. Change 3785878 by Arciel.Rekman UBT: add VSCode to default generators on Linux. Change 3786058 by Arciel.Rekman Do not add dependencies on other RHIs for servers (UE-48894). - Pull request #3944 contributed by pfoote. #jira UE-48894 Change 3786845 by Arciel.Rekman Code changes to make gcc support easier (UE-51978). - Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux"). Change 3786871 by Matt.Kuhlenschmidt Fix static analysis Change 3786883 by Matt.Kuhlenschmidt Fix HTML5 Change 3786923 by Matt.Kuhlenschmidt Fix engine layer blend asset referencing game content. This is not allowed #jira UE-52888 Change 3786927 by Brandon.Schaefer Linux: Alembic support #jira: UE-37631 Change 3786994 by Arciel.Rekman Remove support for /-prefixed switches (UE-47429). - They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms. #jira UE-47429 Change 3787032 by Michael.Trepka Initial support for building and running Niagara on Mac Change 3787035 by Brandon.Schaefer GitHub #4166 Undef GL entrypoint macros after use #jira UE-51663 Change 3787144 by Lauren.Ridge Fixing material parameter group association resetting after undo #jira UE-52514 Change 3787839 by Jordan.Walker updated engine level layer blends to not include game content switched them to use Chris B's new mask selection node Change 3787967 by Lauren.Ridge Fix for broken layer groups, related crash Change 3787991 by Lauren.Ridge Fixing thumbnails for material function instances, resolving not being able to delete new function instances #jira UE-52967 Change 3788226 by Michael.Trepka Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006 #jira UE-53002 Change 3788557 by Brandon.Schaefer Fix shadow compiler warnings around our includes Change 3789700 by Lauren.Ridge Experimental setting for turning on Material Layers - off by default. Change 3789703 by Jamie.Dale Harden the LocMeta and LocRes loading to prevent loading files that are too new Change 3789706 by Jamie.Dale Added localization ID to the package summary This will allow the localization gatherer to query it without having to load the entire package Change 3789708 by Jamie.Dale Added a way to display and reset the package localization ID via the Content Browser Change 3789709 by Jamie.Dale Added warning for duplicate package localization IDs when gathering asset localization Change 3789713 by Jamie.Dale Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph Change 3789736 by Christina.TempelaarL Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category. Change 3789853 by Chris.Bunner Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material. #jira UE-52796 Change 3790185 by Brandon.Schaefer Add better error handling when using new SDK for linux on windows. #jira UE-50527 Change 3790195 by Jamie.Dale Fixed line-ending inconsistency when retrieving rich-text We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text Change 3790473 by Chris.Bunner When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list. #jira UE-52729 Change 3790650 by Arciel.Rekman UBT: Linux: print build details first before refusing to build. - Tweak to the previous feature that we forgot. Change 3790681 by Arciel.Rekman UBT: Linux: tweaks to wording (SDK -> toolchain). Change 3791459 by Brandon.Schaefer Linux: libcurl rebuild for version 7.57 #jira OGS-870 Change 3791533 by Arciel.Rekman Better error messaging when UMB is unusable (UE-50658). - Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19. (Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor) Change 3791885 by Matt.Kuhlenschmidt Fix static analysis #jira UE-53097 Change 3791910 by Brandon.Schaefer Fix for not using proper libraries on x86_64 for libcurl #jira OGS-870 Change 3792017 by Jamie.Dale Fixed a conflict between the path settings and favorite settings Change 3792022 by Jamie.Dale Fixed a crash that could happen when performing ARO on the property chains of a struct #jira UE-52999 Change 3792025 by Jamie.Dale Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets Change 3792066 by Michael.Dupuis #jira UE-5751: Fixed possible crash when using dynamic matrial instance Added missing shaders for landscape when using tessellation Change 3792718 by Arciel.Rekman OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534). #jira UE-52534 Change 3793018 by Mike.Erwin new glTF importer plugin Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported. Limitations: - There is no options UI. All assets from the file are imported. - The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either. - Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec. #jira: UE-50695 Change 3793626 by Matt.Kuhlenschmidt Logging for HTML5 issue Change 3794034 by Matt.Kuhlenschmidt Fix CIS Change 3794271 by Michael.Dupuis #jira UE-53133: Fxed shadow calculation when using non whole scene shadow Change 3794273 by Chris.Bunner Function call material nodes should be created with no outputs by default. #jira UE-53127, UE-53128, UE-52616 Change 3794334 by Lina.Halper - Fix animation reinitializing when just setting new animation with single node - Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue #jira: UE-52796 Change 3794338 by Michael.Dupuis Fixed lod visual popping when texture mip used for landscape is not ready Change 3794350 by Mike.Erwin Fix glTF importer header includes. Build was failing on Linux. Change 3794357 by Michael.Dupuis #jira UE-53166: buildfix: removed phase 2 landscape optim leftover... Change 3794549 by Michael.Dupuis #jira UE-53166 : fixed compile error Change 3794755 by Matt.Kuhlenschmidt Fix automation warning Change 3794910 by Lina.Halper Change material default value to be red to keep the behavior same. - Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default. Change 3795296 by Mike.Erwin glTF: fix Linux build errors A variable was being shadowed. The other errors are due to an obscure corner of the C++ spec which clang enforces. https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects #jira UE-53204 Change 3797313 by Chris.Bunner Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots. #jira UE-53198 Change 3803962 by Jamie.Dale Fixed struct instances not comparing against the correct default values when gathering for localization Change 3804771 by Michael.Dupuis Back out changelist 3783171 Change 3804772 by Michael.Dupuis Back out changelist 3783172 Change 3805258 by Michael.Dupuis Added missing shader cache for landscape Change 3806105 by Matt.Kuhlenschmidt Disable harware benchmarking during automation tests, commandlets, and on the build machine Change 3806438 by Michael.Dupuis #jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion) Change 3806577 by Matt.Kuhlenschmidt Change plugin uploading to crash reporter to only do so in editor builds Change 3806588 by Michael.Dupuis Remove temp test version in landscape version Change 3806900 by Jamie.Dale Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7 #jira UE-53353 Change 3807125 by Jamie.Dale Fixed UBT warning after Dev-Core merge Change 3807299 by tim.gautier QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442 [CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
bool FDesktopPlatformBase::GenerateProjectFiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn, FString LogFilePath)
{
FString Arguments = TEXT(" -projectfiles");
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
{
// Figure out whether it's a foreign project
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
if(ProjectDictionary.IsForeignProject(ProjectFileName))
{
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
// Always include game source
Arguments += TEXT(" -game");
// Determine whether or not to include engine source
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
if(IsSourceDistribution(RootDir))
{
Arguments += TEXT(" -engine");
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2828332 on 2016/01/14 by Matthew.Griffin Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc. Change 2828335 on 2016/01/14 by Matthew.Griffin Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now. Change 2831365 on 2016/01/16 by Ben.Marsh Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size. Change 2832166 on 2016/01/18 by Ben.Marsh Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions. Change 2835725 on 2016/01/20 by Matthew.Griffin Removed more uses of RunningRocket functions Switch Linux staging check to see if required files exist until switched to using receipts Always stage CrashReporter for Linux Mac and Linux will not use Compile Lean And Mean when generating project files Allow normal DynamicCompilation check to occur in binary builds Allow XMPP dependency on WebRTC now that it's publically distributed Change 2835864 on 2016/01/20 by Matthew.Griffin Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released. Also tidied up some arguments that are set in UVS and never used. Change 2839932 on 2016/01/22 by Matthew.Griffin Removed last uses of RunningRocket from UnrealBuildTool Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows. Combined code doing very similar things for single games and rocket projects. Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files. Removed RunningRocket function and the code checking for -rocket on the command line Change 2846971 on 2016/01/28 by Matthew.Griffin Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built. Change 2853879 on 2016/02/03 by Matthew.Griffin Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected #jira UE-25666 #lockdown Nick.Penwarden [CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
else
{
// If this is used within UnrealVersionSelector then we still need to pass
// -rocket to deal with old versions that don't use Rocket.txt file
Arguments += TEXT(" -rocket");
}
}
}
Arguments += TEXT(" -progress");
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3564359 by Yannick.Lange Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785. #jira UE-47785, UE-47827 Change 3740671 by Matt.Kuhlenschmidt Make the font editor canvas respect dpi scale Change 3740810 by Josh.Engebretson PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist) #jira UE-51358 Change 3740939 by Cody.Albert Fixing some #ifdefs that should be #ifs Change 3741089 by Alexis.Matte Make sure bImportBoneTracks is set to true when importing into level #jira UE-51999 Change 3741101 by Alexis.Matte Fix the import material search #jira UE-51857 Change 3741690 by Jamie.Dale Guard against an invalid index in SLocalizationCommandletExecutor::Tick #jira UE-52067 Change 3741710 by Jamie.Dale Made a static variable also const Change 3741724 by Michael.Dupuis Added missing shader cache Change 3742037 by Lauren.Ridge Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values Change 3742250 by Matt.Kuhlenschmidt PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed) Change 3742308 by Lauren.Ridge Adding axis input to the material editor's viewport client Change 3742380 by Matt.Kuhlenschmidt USD importer improvements - USD now stores source file information for reimports - Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data - Prevent a crash if a mesh doesnt have enough valid data to be imported Change 3742536 by Matt.Kuhlenschmidt Remove usd wrapper test project Change 3743564 by Alexis.Matte Fix skeletal mesh screen size auto set value when importing a LOD #test none #jira UE-52100 Change 3743582 by Lauren.Ridge Fixing non-desktop compiles Change 3743598 by Lauren.Ridge Fixing shadowed variable by renaming the global color picker weak ptr variable. Change 3743636 by Lauren.Ridge Creating a new parameter immediately allows naming Change 3743855 by Michael.Dupuis Added missing shader from cache Change 3744277 by Lauren.Ridge Don't show empty Global group if it only contained the material layer param. Change 3744330 by Lauren.Ridge Clarifying "no parameter" text Change 3744529 by Lauren.Ridge Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel Change 3744668 by Chris.Bunner Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs. Added output for number of unique shaders generated by a particular material instance. Show instruction counts when working on a material layer. Relaxed restrictions on material layers, base MA input is now optional. #jira UETOOL-1271, UETOOL-1278, UETOOL-1279 Change 3744669 by Chris.Bunner Added automated test for material layers, layer/blend instances and shared inputs. Change 3744754 by Laz.Matech Adding localization data to QAGame for the Realtime Preview localization test. #jira none Change 3744860 by Michael.Dupuis #jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data Change 3744965 by Chris.Bunner Rebuilt lighting in automated test map and updated reflection capture screenshot. Change 3746015 by Michael.Dupuis #jira UE-52090: Added missing shader for forward rendering Change 3746038 by Michael.Dupuis #jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes Change 3746076 by Michael.Dupuis Removed unused code Change 3746998 by Tim.Gautier QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview - Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests Change 3747206 by Arciel.Rekman Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086). - Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0. (Edigrating CL 3740942 from Release-4.18 to Dev-Editor) Change 3747211 by Arciel.Rekman Make failure to launch SCW more apparent to the user (UE-47263). - Fixes frequent crash on Linux. (Merging 3747070 from Release-4.18 to Dev-Editor) Change 3747726 by Tim.Gautier QAGame: Resubmitting updated Loc files Change 3747872 by Tim.Gautier QAGame: Resubmitting compiled Loc assets Change 3748118 by Lauren.Ridge Adding help text to the material layers preview tab Change 3748398 by Lauren.Ridge Fixing tooltips for the material layer read-only preview Change 3748565 by Arciel.Rekman Linux: fix RHIs settings being wrong when removed via project properties (UE-51203). - This was a deeper issue with config system than just Linux RHIs. - This is a better fix than one submitted to 4.18 branch in CL 3747086. Change 3749441 by Matt.Kuhlenschmidt PR #4201: Fix a typo in a comment. (Contributed by dneelyep) Change 3749442 by Matt.Kuhlenschmidt PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist) Change 3749496 by Matt.Kuhlenschmidt Fix static analysis Change 3749805 by Lauren.Ridge Fixing reset to default on MaterialLayerParam in base material Change 3749838 by Lauren.Ridge Also correctly resetting names and layer states Change 3750442 by Mieszko.Zielinski Added a safety check which addresses the crash #UE4 Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework. #jira UE-52123 Change 3752266 by Arciel.Rekman OpenGL: remove PLATFORM_WINDOWS exceptions. - Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility. - VAB bug should have been fixed long ago (on both platforms). Change 3752929 by Arciel.Rekman Linux: avoid crashing on unknown drivers. - See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html - Checks in IsDeviceIntel() and such fail if the drivers were not detected. Change 3753254 by Michael.Dupuis Added missing shader for shader cache Change 3753426 by Michael.Dupuis #jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components Change 3753440 by Alexis.Matte Fix fbx scene importer morph target import crash #jira UE-52255 Change 3753457 by Michael.Dupuis build fix Change 3753700 by Chris.Bunner Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases. Refactor to remove duplicate code in material translator. Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack. Change 3754760 by Chris.Bunner Tidying up EngineTest/ShaderModels map. Change 3754765 by Arciel.Rekman Avoid placing tooltip windows under the cursor (UE-12288). - Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through). Change 3754788 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3754933 by Christina.TempelaarL Fixed typo in heightLerp (transistion->transition). #jira UE-46736 Change 3754946 by Cody.Albert Update loading movie code to properly calculate delta time when throttled at 60fps Change 3755059 by Jamie.Dale Fixed game preview language not updating in realtime while PIE was enabled #jira UE-52209 Change 3755130 by Jamie.Dale Fixed game preview language not updating from native when switching between preview languages #jira UE-52348 Change 3755664 by Michael.Dupuis Fixed compile warning Change 3755714 by Yannick.Lange Always allow capturing thumbnails from viewport. This also hides the thumbnail editing UI when a thumbnail was captured from a viewport. Change 3755944 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3756109 by Christina.TempelaarL fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text #jira UE-48389 Change 3756169 by Jamie.Dale Added plural form pattern to SContentBrowser::GetPathText Change 3756493 by Laz.Matech Updating Localization content to further test InEditor Preview Language in UMG #jira none Change 3758336 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758947 by Jamie.Dale Fixed cursor position regression in search boxes This was caused by a call to SetText that was added in CL# 3627864 This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term. This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor. #jira UE-48874 Change 3759000 by Laz.Matech Submitting the .PO file for CL 3756493 #jira none Change 3759480 by Matt.Kuhlenschmidt Safe guard against brush details crash #jira UE-52278 Change 3759665 by Matt.Kuhlenschmidt PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist) Change 3761211 by Matt.Kuhlenschmidt Remove the restriction that a level must be writable to be locked/unlocked. Fixed duplicate icons being used by the level browser Change 3761304 by Chris.Bunner MaterialAttributeLayers graph node BaseMA input is no longer required. Note: Requires "Use Preview Value" set to true on inputs. Change 3761307 by Chris.Bunner New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit. Change 3761357 by Chris.Bunner Renamed material shared input enum. Change 3761419 by Chris.Bunner Updating material layers automated test assets after recent changes. Reverted some naming changes so existing screenshot tests can be reused. Change 3762058 by tim.gautier QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction) Change 3763328 by Matt.Kuhlenschmidt Fix Slate warning at editor startup Change 3763354 by Alexis.Matte Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction #jira UE-52505 Change 3763501 by Matt.Kuhlenschmidt Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool Change 3763574 by Matt.Kuhlenschmidt Fix slate material box brushes not being keyed off image size #jira UE-40219 Change 3763678 by Jamie.Dale Disable realtime level editor viewport if running under remote desktop This makes the main editor window much more responsive by default under remote desktop Change 3763679 by Jamie.Dale Added asset caching metrics for the loc gather Change 3763693 by Matt.Kuhlenschmidt Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used #jira UE-51754 Change 3763826 by Michael.Dupuis Fixed Fortnite cooking crash Change 3763864 by Harrison.Moore Adding New Default 'LayerBlend' assets Change 3764028 by Christina.TempelaarL #jira UE-47695 Auto LOD bug Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie. Change 3764031 by Christina.TempelaarL #jira UE-47695 Auto LOD in StaticMeshViewer moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked. Change 3764076 by tim.gautier QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing Change 3764263 by Matt.Kuhlenschmidt Fix the floor mesh thumbnail Change 3764284 by Chris.Bunner Removing some asserts for cases that can validly fail and are already handled. Change 3764372 by Matt.Kuhlenschmidt PR #4196: Show edit icons in editor (Contributed by projectgheist) Change 3764388 by Chris.Bunner Fixing logic for material, function and instance updating active materials and instances and their editors. Change 3764674 by Harrison.Moore test materials added, Blend updates Change 3764681 by Harrison.Moore Adding HMtest map Change 3766238 by Chris.Bunner Material layer callers need to let their internal material function calls update their inputs/outputs. Change 3766556 by Jamie.Dale Fixed crashes that could happen if some of the data table panels were closed We now always create the underlying widgets, even if they're currently hidden from view #jira UE-52552 Change 3767753 by Chris.Bunner When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet. Change 3768719 by Michael.Dupuis #jira UE-52521: Prevent possible crash if a segment have no point or invalid point Change 3769157 by Jamie.Dale Fixed incorrect text selection if selecting via double click beyond the bounds of the line It would previously select the second to last word, rather than the last word #jira UE-51609 Change 3769159 by Harrison.Moore Belica Test update, New layer blends updated with texture type fix. Change 3769205 by Jamie.Dale Fixed Windows file save dialog not appending the correct extension when there were multiple options available #jira UE-52180 Change 3769220 by Harrison.Moore Layer blend tweaks Change 3769292 by Jamie.Dale Removing redundant code Applying the correct package ID, only to then strip it off again is rather pointless Change 3769479 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows. Change 3769920 by Arciel.Rekman Linux: convert yet another initialization crash to a user-friendly message (UE-52457). #jira UE-52457 Change 3771055 by Alexis.Matte Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component Use the morph vertex factory only for section that has active morph target #jira UE-51483 Change 3771135 by Michael.Dupuis Fixed fortnite cooking Change 3773054 by Yannick.Lange Avoid loading viewport interaction assets when starting the editor. Change 3774184 by Arciel.Rekman Linux: disabled some gdb visualizers until the issue is fixed. - CL 3773942 by CengizT. Change 3774303 by Matt.Kuhlenschmidt Pull requests to fix various typos Change 3774305 by Matt.Kuhlenschmidt PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed) #jira UE-51608 Change 3774701 by Arciel.Rekman OpenGL: fix ARB callback errors when hitting Build Lighting. - Merged from 4.18 shelf. Change 3775812 by Matt.Kuhlenschmidt Fix One-off crash undo-ing while working with Material Params / Material Functions #jira UE-52680 Change 3775849 by Matt.Kuhlenschmidt More info for UE-52610 Change 3775850 by Matt.Kuhlenschmidt Guard against mesh paint crashes #jira UE-52618 Change 3775904 by Matt.Kuhlenschmidt Added logging to track down window shutdown issues Change 3775913 by Matt.Kuhlenschmidt Pull requests for typos #jira UE-52751, UE-52748 Change 3776676 by Jamie.Dale Fixed being able to insert tabs into spin boxes with units #jira UE-52776 Change 3777006 by Michael.Trepka Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear. #jira UE-52145 Change 3777170 by Arciel.Rekman Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766). - Change by Brandon.Schaefer. - Limitation: no per-monitor DPI. (Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777292 by Arciel.Rekman Linux: fix symbol collision causing problems with AMD drivers (UE-51843). - We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO"). - We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers. - The only possible workaround is to have elf_end() renamed. (Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777686 by Joe.Conley Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips. Change 3778180 by Jamie.Dale Avoid a crash if a regex pattern or matcher outlive ICU during shutdown #jira UE-52770 Change 3778182 by Jamie.Dale Avoid a crash if a break iterator outlives ICU during shutdown Change 3778368 by Jamie.Dale Added missing pragma once Change 3778560 by Matt.Kuhlenschmidt Prevent non-shared DDC notification from triggering for epic internal builds Change 3778709 by Lauren.Ridge Copying 4.18.2 array reordering propagating to children fix (originally 3778547) Change 3779205 by Lauren.Ridge Duplicating 3776649 to fix a crash on compile due to partial GC of a widget. #jira UE-52260 Change 3779217 by Brandon.Schaefer GitHub #3678 Fix Setup.sh handling of special characters in PNG path #jira UE-46103 Change 3779341 by Brandon.Schaefer GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies #jira UE-39364 Change 3780274 by Joe.Conley DataTables: Add documentation tooltips showing type information to header columns Change 3780840 by Alexis.Matte Do a re-import when user re-import LOD 0 Prevent importing more then MAX_SKELETAL_MESH_LODS #jira UE-52373 Change 3781067 by Arciel.Rekman Linux: fix OSSSteam cross-compilation (and CIS). - Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")"); Change 3781110 by Christina.TempelaarL #jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar Change 3781531 by Christina.TempelaarL #jira UE-47695 added LOD menu to Static Mesh Editor viewport Change 3781663 by Alexis.Matte Fix for cancel export fbx when previewing animation sequence export #jira UE-49743 Change 3782007 by Jamie.Dale Improved the ability to lockdown available game languages In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled). This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead). Change 3782122 by Jordan.Walker test assets for material layers Change 3782131 by Joe.Graf Added support for IOS and TVOS targets when generating CMake files on Mac Change 3782218 by Christina.TempelaarL fixing include paths and capitalization causing build errors. Change 3783171 by Michael.Dupuis Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive Added the possibility to store Custom data per view for the frame duration Change 3783172 by Michael.Dupuis #jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location Changed how LOD distribution is done to be in screen size instead of distance. Give the possibility to have a different distribution for LOD0 vs the other one. Change 3783174 by Michael.Dupuis missing file to landscape refactor Change 3783315 by Lauren.Ridge Changing a parameter in the Material Parameter Panel now dirties the material correctly. Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well. Change 3783374 by Chris.Bunner Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled. Change 3783617 by Chris.Bunner Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter. Fixed GetSharedInput failing to return the preview texture in the Function Instance editor. Change 3783676 by Lauren.Ridge Adding access to a material function instance's parent in the Material Instance Editor Change 3783751 by Michael.Trepka PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98) Change 3783971 by Brandon.Schaefer Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case. #jira UE-37631 Change 3783992 by Michael.Dupuis #jira UE-35097: Remove tessellation on editor tools Fixed a case where tessellation multiplier at 0 would cause the component to not be visible Fixed minor tessellation falloff calculation error Change 3784502 by Chris.Bunner Restored missing bool setter. Coding standards fix. Change 3784614 by Arciel.Rekman Linux: better error message when running out of inotify watches (UE-50459). #jira UE-50459 Change 3784620 by Chris.Bunner Updated LayerBlend_TextureMask to use new ChannelMask parameter. Change 3784725 by Lauren.Ridge Fixing groups not sorting correctly Change 3785645 by Chris.Bunner Non-editor compile fix. Change 3785666 by Arciel.Rekman Linux: restore ability to use Wayland instead of X11. - SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS - Change by Anthony.Bills. Change 3785708 by Arciel.Rekman Linux: implement voice capture using SDL (non-server only) (UE-51298). - Based on pull request #4131 by mkirzinger. Change 3785878 by Arciel.Rekman UBT: add VSCode to default generators on Linux. Change 3786058 by Arciel.Rekman Do not add dependencies on other RHIs for servers (UE-48894). - Pull request #3944 contributed by pfoote. #jira UE-48894 Change 3786845 by Arciel.Rekman Code changes to make gcc support easier (UE-51978). - Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux"). Change 3786871 by Matt.Kuhlenschmidt Fix static analysis Change 3786883 by Matt.Kuhlenschmidt Fix HTML5 Change 3786923 by Matt.Kuhlenschmidt Fix engine layer blend asset referencing game content. This is not allowed #jira UE-52888 Change 3786927 by Brandon.Schaefer Linux: Alembic support #jira: UE-37631 Change 3786994 by Arciel.Rekman Remove support for /-prefixed switches (UE-47429). - They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms. #jira UE-47429 Change 3787032 by Michael.Trepka Initial support for building and running Niagara on Mac Change 3787035 by Brandon.Schaefer GitHub #4166 Undef GL entrypoint macros after use #jira UE-51663 Change 3787144 by Lauren.Ridge Fixing material parameter group association resetting after undo #jira UE-52514 Change 3787839 by Jordan.Walker updated engine level layer blends to not include game content switched them to use Chris B's new mask selection node Change 3787967 by Lauren.Ridge Fix for broken layer groups, related crash Change 3787991 by Lauren.Ridge Fixing thumbnails for material function instances, resolving not being able to delete new function instances #jira UE-52967 Change 3788226 by Michael.Trepka Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006 #jira UE-53002 Change 3788557 by Brandon.Schaefer Fix shadow compiler warnings around our includes Change 3789700 by Lauren.Ridge Experimental setting for turning on Material Layers - off by default. Change 3789703 by Jamie.Dale Harden the LocMeta and LocRes loading to prevent loading files that are too new Change 3789706 by Jamie.Dale Added localization ID to the package summary This will allow the localization gatherer to query it without having to load the entire package Change 3789708 by Jamie.Dale Added a way to display and reset the package localization ID via the Content Browser Change 3789709 by Jamie.Dale Added warning for duplicate package localization IDs when gathering asset localization Change 3789713 by Jamie.Dale Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph Change 3789736 by Christina.TempelaarL Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category. Change 3789853 by Chris.Bunner Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material. #jira UE-52796 Change 3790185 by Brandon.Schaefer Add better error handling when using new SDK for linux on windows. #jira UE-50527 Change 3790195 by Jamie.Dale Fixed line-ending inconsistency when retrieving rich-text We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text Change 3790473 by Chris.Bunner When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list. #jira UE-52729 Change 3790650 by Arciel.Rekman UBT: Linux: print build details first before refusing to build. - Tweak to the previous feature that we forgot. Change 3790681 by Arciel.Rekman UBT: Linux: tweaks to wording (SDK -> toolchain). Change 3791459 by Brandon.Schaefer Linux: libcurl rebuild for version 7.57 #jira OGS-870 Change 3791533 by Arciel.Rekman Better error messaging when UMB is unusable (UE-50658). - Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19. (Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor) Change 3791885 by Matt.Kuhlenschmidt Fix static analysis #jira UE-53097 Change 3791910 by Brandon.Schaefer Fix for not using proper libraries on x86_64 for libcurl #jira OGS-870 Change 3792017 by Jamie.Dale Fixed a conflict between the path settings and favorite settings Change 3792022 by Jamie.Dale Fixed a crash that could happen when performing ARO on the property chains of a struct #jira UE-52999 Change 3792025 by Jamie.Dale Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets Change 3792066 by Michael.Dupuis #jira UE-5751: Fixed possible crash when using dynamic matrial instance Added missing shaders for landscape when using tessellation Change 3792718 by Arciel.Rekman OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534). #jira UE-52534 Change 3793018 by Mike.Erwin new glTF importer plugin Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported. Limitations: - There is no options UI. All assets from the file are imported. - The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either. - Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec. #jira: UE-50695 Change 3793626 by Matt.Kuhlenschmidt Logging for HTML5 issue Change 3794034 by Matt.Kuhlenschmidt Fix CIS Change 3794271 by Michael.Dupuis #jira UE-53133: Fxed shadow calculation when using non whole scene shadow Change 3794273 by Chris.Bunner Function call material nodes should be created with no outputs by default. #jira UE-53127, UE-53128, UE-52616 Change 3794334 by Lina.Halper - Fix animation reinitializing when just setting new animation with single node - Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue #jira: UE-52796 Change 3794338 by Michael.Dupuis Fixed lod visual popping when texture mip used for landscape is not ready Change 3794350 by Mike.Erwin Fix glTF importer header includes. Build was failing on Linux. Change 3794357 by Michael.Dupuis #jira UE-53166: buildfix: removed phase 2 landscape optim leftover... Change 3794549 by Michael.Dupuis #jira UE-53166 : fixed compile error Change 3794755 by Matt.Kuhlenschmidt Fix automation warning Change 3794910 by Lina.Halper Change material default value to be red to keep the behavior same. - Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default. Change 3795296 by Mike.Erwin glTF: fix Linux build errors A variable was being shadowed. The other errors are due to an obscure corner of the C++ spec which clang enforces. https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects #jira UE-53204 Change 3797313 by Chris.Bunner Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots. #jira UE-53198 Change 3803962 by Jamie.Dale Fixed struct instances not comparing against the correct default values when gathering for localization Change 3804771 by Michael.Dupuis Back out changelist 3783171 Change 3804772 by Michael.Dupuis Back out changelist 3783172 Change 3805258 by Michael.Dupuis Added missing shader cache for landscape Change 3806105 by Matt.Kuhlenschmidt Disable harware benchmarking during automation tests, commandlets, and on the build machine Change 3806438 by Michael.Dupuis #jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion) Change 3806577 by Matt.Kuhlenschmidt Change plugin uploading to crash reporter to only do so in editor builds Change 3806588 by Michael.Dupuis Remove temp test version in landscape version Change 3806900 by Jamie.Dale Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7 #jira UE-53353 Change 3807125 by Jamie.Dale Fixed UBT warning after Dev-Core merge Change 3807299 by tim.gautier QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442 [CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
if (!LogFilePath.IsEmpty())
{
Arguments += FString::Printf(TEXT(" -log=\"%s\""), *LogFilePath);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3564359 by Yannick.Lange Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785. #jira UE-47785, UE-47827 Change 3740671 by Matt.Kuhlenschmidt Make the font editor canvas respect dpi scale Change 3740810 by Josh.Engebretson PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist) #jira UE-51358 Change 3740939 by Cody.Albert Fixing some #ifdefs that should be #ifs Change 3741089 by Alexis.Matte Make sure bImportBoneTracks is set to true when importing into level #jira UE-51999 Change 3741101 by Alexis.Matte Fix the import material search #jira UE-51857 Change 3741690 by Jamie.Dale Guard against an invalid index in SLocalizationCommandletExecutor::Tick #jira UE-52067 Change 3741710 by Jamie.Dale Made a static variable also const Change 3741724 by Michael.Dupuis Added missing shader cache Change 3742037 by Lauren.Ridge Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values Change 3742250 by Matt.Kuhlenschmidt PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed) Change 3742308 by Lauren.Ridge Adding axis input to the material editor's viewport client Change 3742380 by Matt.Kuhlenschmidt USD importer improvements - USD now stores source file information for reimports - Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data - Prevent a crash if a mesh doesnt have enough valid data to be imported Change 3742536 by Matt.Kuhlenschmidt Remove usd wrapper test project Change 3743564 by Alexis.Matte Fix skeletal mesh screen size auto set value when importing a LOD #test none #jira UE-52100 Change 3743582 by Lauren.Ridge Fixing non-desktop compiles Change 3743598 by Lauren.Ridge Fixing shadowed variable by renaming the global color picker weak ptr variable. Change 3743636 by Lauren.Ridge Creating a new parameter immediately allows naming Change 3743855 by Michael.Dupuis Added missing shader from cache Change 3744277 by Lauren.Ridge Don't show empty Global group if it only contained the material layer param. Change 3744330 by Lauren.Ridge Clarifying "no parameter" text Change 3744529 by Lauren.Ridge Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel Change 3744668 by Chris.Bunner Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs. Added output for number of unique shaders generated by a particular material instance. Show instruction counts when working on a material layer. Relaxed restrictions on material layers, base MA input is now optional. #jira UETOOL-1271, UETOOL-1278, UETOOL-1279 Change 3744669 by Chris.Bunner Added automated test for material layers, layer/blend instances and shared inputs. Change 3744754 by Laz.Matech Adding localization data to QAGame for the Realtime Preview localization test. #jira none Change 3744860 by Michael.Dupuis #jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data Change 3744965 by Chris.Bunner Rebuilt lighting in automated test map and updated reflection capture screenshot. Change 3746015 by Michael.Dupuis #jira UE-52090: Added missing shader for forward rendering Change 3746038 by Michael.Dupuis #jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes Change 3746076 by Michael.Dupuis Removed unused code Change 3746998 by Tim.Gautier QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview - Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests Change 3747206 by Arciel.Rekman Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086). - Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0. (Edigrating CL 3740942 from Release-4.18 to Dev-Editor) Change 3747211 by Arciel.Rekman Make failure to launch SCW more apparent to the user (UE-47263). - Fixes frequent crash on Linux. (Merging 3747070 from Release-4.18 to Dev-Editor) Change 3747726 by Tim.Gautier QAGame: Resubmitting updated Loc files Change 3747872 by Tim.Gautier QAGame: Resubmitting compiled Loc assets Change 3748118 by Lauren.Ridge Adding help text to the material layers preview tab Change 3748398 by Lauren.Ridge Fixing tooltips for the material layer read-only preview Change 3748565 by Arciel.Rekman Linux: fix RHIs settings being wrong when removed via project properties (UE-51203). - This was a deeper issue with config system than just Linux RHIs. - This is a better fix than one submitted to 4.18 branch in CL 3747086. Change 3749441 by Matt.Kuhlenschmidt PR #4201: Fix a typo in a comment. (Contributed by dneelyep) Change 3749442 by Matt.Kuhlenschmidt PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist) Change 3749496 by Matt.Kuhlenschmidt Fix static analysis Change 3749805 by Lauren.Ridge Fixing reset to default on MaterialLayerParam in base material Change 3749838 by Lauren.Ridge Also correctly resetting names and layer states Change 3750442 by Mieszko.Zielinski Added a safety check which addresses the crash #UE4 Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework. #jira UE-52123 Change 3752266 by Arciel.Rekman OpenGL: remove PLATFORM_WINDOWS exceptions. - Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility. - VAB bug should have been fixed long ago (on both platforms). Change 3752929 by Arciel.Rekman Linux: avoid crashing on unknown drivers. - See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html - Checks in IsDeviceIntel() and such fail if the drivers were not detected. Change 3753254 by Michael.Dupuis Added missing shader for shader cache Change 3753426 by Michael.Dupuis #jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components Change 3753440 by Alexis.Matte Fix fbx scene importer morph target import crash #jira UE-52255 Change 3753457 by Michael.Dupuis build fix Change 3753700 by Chris.Bunner Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases. Refactor to remove duplicate code in material translator. Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack. Change 3754760 by Chris.Bunner Tidying up EngineTest/ShaderModels map. Change 3754765 by Arciel.Rekman Avoid placing tooltip windows under the cursor (UE-12288). - Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through). Change 3754788 by Matt.Kuhlenschmidt Fix details panel crash after compiling blueprints that have edit conditon properties Change 3754933 by Christina.TempelaarL Fixed typo in heightLerp (transistion->transition). #jira UE-46736 Change 3754946 by Cody.Albert Update loading movie code to properly calculate delta time when throttled at 60fps Change 3755059 by Jamie.Dale Fixed game preview language not updating in realtime while PIE was enabled #jira UE-52209 Change 3755130 by Jamie.Dale Fixed game preview language not updating from native when switching between preview languages #jira UE-52348 Change 3755664 by Michael.Dupuis Fixed compile warning Change 3755714 by Yannick.Lange Always allow capturing thumbnails from viewport. This also hides the thumbnail editing UI when a thumbnail was captured from a viewport. Change 3755944 by Alexis.Matte Fix crash when importing morph target with "built in" tangent option #jira UE-52319 Change 3756109 by Christina.TempelaarL fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text #jira UE-48389 Change 3756169 by Jamie.Dale Added plural form pattern to SContentBrowser::GetPathText Change 3756493 by Laz.Matech Updating Localization content to further test InEditor Preview Language in UMG #jira none Change 3758336 by Alexis.Matte Fix a crash when importing morph target there was a unsync between some buffer depending on the import options #jira UE-52319 Change 3758947 by Jamie.Dale Fixed cursor position regression in search boxes This was caused by a call to SetText that was added in CL# 3627864 This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term. This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor. #jira UE-48874 Change 3759000 by Laz.Matech Submitting the .PO file for CL 3756493 #jira none Change 3759480 by Matt.Kuhlenschmidt Safe guard against brush details crash #jira UE-52278 Change 3759665 by Matt.Kuhlenschmidt PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist) Change 3761211 by Matt.Kuhlenschmidt Remove the restriction that a level must be writable to be locked/unlocked. Fixed duplicate icons being used by the level browser Change 3761304 by Chris.Bunner MaterialAttributeLayers graph node BaseMA input is no longer required. Note: Requires "Use Preview Value" set to true on inputs. Change 3761307 by Chris.Bunner New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit. Change 3761357 by Chris.Bunner Renamed material shared input enum. Change 3761419 by Chris.Bunner Updating material layers automated test assets after recent changes. Reverted some naming changes so existing screenshot tests can be reused. Change 3762058 by tim.gautier QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction) Change 3763328 by Matt.Kuhlenschmidt Fix Slate warning at editor startup Change 3763354 by Alexis.Matte Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction #jira UE-52505 Change 3763501 by Matt.Kuhlenschmidt Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool Change 3763574 by Matt.Kuhlenschmidt Fix slate material box brushes not being keyed off image size #jira UE-40219 Change 3763678 by Jamie.Dale Disable realtime level editor viewport if running under remote desktop This makes the main editor window much more responsive by default under remote desktop Change 3763679 by Jamie.Dale Added asset caching metrics for the loc gather Change 3763693 by Matt.Kuhlenschmidt Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used #jira UE-51754 Change 3763826 by Michael.Dupuis Fixed Fortnite cooking crash Change 3763864 by Harrison.Moore Adding New Default 'LayerBlend' assets Change 3764028 by Christina.TempelaarL #jira UE-47695 Auto LOD bug Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie. Change 3764031 by Christina.TempelaarL #jira UE-47695 Auto LOD in StaticMeshViewer moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked. Change 3764076 by tim.gautier QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing Change 3764263 by Matt.Kuhlenschmidt Fix the floor mesh thumbnail Change 3764284 by Chris.Bunner Removing some asserts for cases that can validly fail and are already handled. Change 3764372 by Matt.Kuhlenschmidt PR #4196: Show edit icons in editor (Contributed by projectgheist) Change 3764388 by Chris.Bunner Fixing logic for material, function and instance updating active materials and instances and their editors. Change 3764674 by Harrison.Moore test materials added, Blend updates Change 3764681 by Harrison.Moore Adding HMtest map Change 3766238 by Chris.Bunner Material layer callers need to let their internal material function calls update their inputs/outputs. Change 3766556 by Jamie.Dale Fixed crashes that could happen if some of the data table panels were closed We now always create the underlying widgets, even if they're currently hidden from view #jira UE-52552 Change 3767753 by Chris.Bunner When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet. Change 3768719 by Michael.Dupuis #jira UE-52521: Prevent possible crash if a segment have no point or invalid point Change 3769157 by Jamie.Dale Fixed incorrect text selection if selecting via double click beyond the bounds of the line It would previously select the second to last word, rather than the last word #jira UE-51609 Change 3769159 by Harrison.Moore Belica Test update, New layer blends updated with texture type fix. Change 3769205 by Jamie.Dale Fixed Windows file save dialog not appending the correct extension when there were multiple options available #jira UE-52180 Change 3769220 by Harrison.Moore Layer blend tweaks Change 3769292 by Jamie.Dale Removing redundant code Applying the correct package ID, only to then strip it off again is rather pointless Change 3769479 by Arciel.Rekman UBT: Use response files for compiler when compiling for Linux. - Some command lines are too long when cross-compiling on Windows. Change 3769920 by Arciel.Rekman Linux: convert yet another initialization crash to a user-friendly message (UE-52457). #jira UE-52457 Change 3771055 by Alexis.Matte Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component Use the morph vertex factory only for section that has active morph target #jira UE-51483 Change 3771135 by Michael.Dupuis Fixed fortnite cooking Change 3773054 by Yannick.Lange Avoid loading viewport interaction assets when starting the editor. Change 3774184 by Arciel.Rekman Linux: disabled some gdb visualizers until the issue is fixed. - CL 3773942 by CengizT. Change 3774303 by Matt.Kuhlenschmidt Pull requests to fix various typos Change 3774305 by Matt.Kuhlenschmidt PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed) #jira UE-51608 Change 3774701 by Arciel.Rekman OpenGL: fix ARB callback errors when hitting Build Lighting. - Merged from 4.18 shelf. Change 3775812 by Matt.Kuhlenschmidt Fix One-off crash undo-ing while working with Material Params / Material Functions #jira UE-52680 Change 3775849 by Matt.Kuhlenschmidt More info for UE-52610 Change 3775850 by Matt.Kuhlenschmidt Guard against mesh paint crashes #jira UE-52618 Change 3775904 by Matt.Kuhlenschmidt Added logging to track down window shutdown issues Change 3775913 by Matt.Kuhlenschmidt Pull requests for typos #jira UE-52751, UE-52748 Change 3776676 by Jamie.Dale Fixed being able to insert tabs into spin boxes with units #jira UE-52776 Change 3777006 by Michael.Trepka Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear. #jira UE-52145 Change 3777170 by Arciel.Rekman Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766). - Change by Brandon.Schaefer. - Limitation: no per-monitor DPI. (Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777292 by Arciel.Rekman Linux: fix symbol collision causing problems with AMD drivers (UE-51843). - We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO"). - We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers. - The only possible workaround is to have elf_end() renamed. (Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3777686 by Joe.Conley Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips. Change 3778180 by Jamie.Dale Avoid a crash if a regex pattern or matcher outlive ICU during shutdown #jira UE-52770 Change 3778182 by Jamie.Dale Avoid a crash if a break iterator outlives ICU during shutdown Change 3778368 by Jamie.Dale Added missing pragma once Change 3778560 by Matt.Kuhlenschmidt Prevent non-shared DDC notification from triggering for epic internal builds Change 3778709 by Lauren.Ridge Copying 4.18.2 array reordering propagating to children fix (originally 3778547) Change 3779205 by Lauren.Ridge Duplicating 3776649 to fix a crash on compile due to partial GC of a widget. #jira UE-52260 Change 3779217 by Brandon.Schaefer GitHub #3678 Fix Setup.sh handling of special characters in PNG path #jira UE-46103 Change 3779341 by Brandon.Schaefer GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies #jira UE-39364 Change 3780274 by Joe.Conley DataTables: Add documentation tooltips showing type information to header columns Change 3780840 by Alexis.Matte Do a re-import when user re-import LOD 0 Prevent importing more then MAX_SKELETAL_MESH_LODS #jira UE-52373 Change 3781067 by Arciel.Rekman Linux: fix OSSSteam cross-compilation (and CIS). - Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")"); Change 3781110 by Christina.TempelaarL #jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar Change 3781531 by Christina.TempelaarL #jira UE-47695 added LOD menu to Static Mesh Editor viewport Change 3781663 by Alexis.Matte Fix for cancel export fbx when previewing animation sequence export #jira UE-49743 Change 3782007 by Jamie.Dale Improved the ability to lockdown available game languages In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled). This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead). Change 3782122 by Jordan.Walker test assets for material layers Change 3782131 by Joe.Graf Added support for IOS and TVOS targets when generating CMake files on Mac Change 3782218 by Christina.TempelaarL fixing include paths and capitalization causing build errors. Change 3783171 by Michael.Dupuis Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive Added the possibility to store Custom data per view for the frame duration Change 3783172 by Michael.Dupuis #jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location Changed how LOD distribution is done to be in screen size instead of distance. Give the possibility to have a different distribution for LOD0 vs the other one. Change 3783174 by Michael.Dupuis missing file to landscape refactor Change 3783315 by Lauren.Ridge Changing a parameter in the Material Parameter Panel now dirties the material correctly. Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well. Change 3783374 by Chris.Bunner Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled. Change 3783617 by Chris.Bunner Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter. Fixed GetSharedInput failing to return the preview texture in the Function Instance editor. Change 3783676 by Lauren.Ridge Adding access to a material function instance's parent in the Material Instance Editor Change 3783751 by Michael.Trepka PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98) Change 3783971 by Brandon.Schaefer Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case. #jira UE-37631 Change 3783992 by Michael.Dupuis #jira UE-35097: Remove tessellation on editor tools Fixed a case where tessellation multiplier at 0 would cause the component to not be visible Fixed minor tessellation falloff calculation error Change 3784502 by Chris.Bunner Restored missing bool setter. Coding standards fix. Change 3784614 by Arciel.Rekman Linux: better error message when running out of inotify watches (UE-50459). #jira UE-50459 Change 3784620 by Chris.Bunner Updated LayerBlend_TextureMask to use new ChannelMask parameter. Change 3784725 by Lauren.Ridge Fixing groups not sorting correctly Change 3785645 by Chris.Bunner Non-editor compile fix. Change 3785666 by Arciel.Rekman Linux: restore ability to use Wayland instead of X11. - SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS - Change by Anthony.Bills. Change 3785708 by Arciel.Rekman Linux: implement voice capture using SDL (non-server only) (UE-51298). - Based on pull request #4131 by mkirzinger. Change 3785878 by Arciel.Rekman UBT: add VSCode to default generators on Linux. Change 3786058 by Arciel.Rekman Do not add dependencies on other RHIs for servers (UE-48894). - Pull request #3944 contributed by pfoote. #jira UE-48894 Change 3786845 by Arciel.Rekman Code changes to make gcc support easier (UE-51978). - Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux"). Change 3786871 by Matt.Kuhlenschmidt Fix static analysis Change 3786883 by Matt.Kuhlenschmidt Fix HTML5 Change 3786923 by Matt.Kuhlenschmidt Fix engine layer blend asset referencing game content. This is not allowed #jira UE-52888 Change 3786927 by Brandon.Schaefer Linux: Alembic support #jira: UE-37631 Change 3786994 by Arciel.Rekman Remove support for /-prefixed switches (UE-47429). - They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms. #jira UE-47429 Change 3787032 by Michael.Trepka Initial support for building and running Niagara on Mac Change 3787035 by Brandon.Schaefer GitHub #4166 Undef GL entrypoint macros after use #jira UE-51663 Change 3787144 by Lauren.Ridge Fixing material parameter group association resetting after undo #jira UE-52514 Change 3787839 by Jordan.Walker updated engine level layer blends to not include game content switched them to use Chris B's new mask selection node Change 3787967 by Lauren.Ridge Fix for broken layer groups, related crash Change 3787991 by Lauren.Ridge Fixing thumbnails for material function instances, resolving not being able to delete new function instances #jira UE-52967 Change 3788226 by Michael.Trepka Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006 #jira UE-53002 Change 3788557 by Brandon.Schaefer Fix shadow compiler warnings around our includes Change 3789700 by Lauren.Ridge Experimental setting for turning on Material Layers - off by default. Change 3789703 by Jamie.Dale Harden the LocMeta and LocRes loading to prevent loading files that are too new Change 3789706 by Jamie.Dale Added localization ID to the package summary This will allow the localization gatherer to query it without having to load the entire package Change 3789708 by Jamie.Dale Added a way to display and reset the package localization ID via the Content Browser Change 3789709 by Jamie.Dale Added warning for duplicate package localization IDs when gathering asset localization Change 3789713 by Jamie.Dale Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph Change 3789736 by Christina.TempelaarL Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category. Change 3789853 by Chris.Bunner Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material. #jira UE-52796 Change 3790185 by Brandon.Schaefer Add better error handling when using new SDK for linux on windows. #jira UE-50527 Change 3790195 by Jamie.Dale Fixed line-ending inconsistency when retrieving rich-text We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text Change 3790473 by Chris.Bunner When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list. #jira UE-52729 Change 3790650 by Arciel.Rekman UBT: Linux: print build details first before refusing to build. - Tweak to the previous feature that we forgot. Change 3790681 by Arciel.Rekman UBT: Linux: tweaks to wording (SDK -> toolchain). Change 3791459 by Brandon.Schaefer Linux: libcurl rebuild for version 7.57 #jira OGS-870 Change 3791533 by Arciel.Rekman Better error messaging when UMB is unusable (UE-50658). - Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19. (Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor) Change 3791885 by Matt.Kuhlenschmidt Fix static analysis #jira UE-53097 Change 3791910 by Brandon.Schaefer Fix for not using proper libraries on x86_64 for libcurl #jira OGS-870 Change 3792017 by Jamie.Dale Fixed a conflict between the path settings and favorite settings Change 3792022 by Jamie.Dale Fixed a crash that could happen when performing ARO on the property chains of a struct #jira UE-52999 Change 3792025 by Jamie.Dale Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets Change 3792066 by Michael.Dupuis #jira UE-5751: Fixed possible crash when using dynamic matrial instance Added missing shaders for landscape when using tessellation Change 3792718 by Arciel.Rekman OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534). #jira UE-52534 Change 3793018 by Mike.Erwin new glTF importer plugin Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported. Limitations: - There is no options UI. All assets from the file are imported. - The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either. - Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec. #jira: UE-50695 Change 3793626 by Matt.Kuhlenschmidt Logging for HTML5 issue Change 3794034 by Matt.Kuhlenschmidt Fix CIS Change 3794271 by Michael.Dupuis #jira UE-53133: Fxed shadow calculation when using non whole scene shadow Change 3794273 by Chris.Bunner Function call material nodes should be created with no outputs by default. #jira UE-53127, UE-53128, UE-52616 Change 3794334 by Lina.Halper - Fix animation reinitializing when just setting new animation with single node - Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue #jira: UE-52796 Change 3794338 by Michael.Dupuis Fixed lod visual popping when texture mip used for landscape is not ready Change 3794350 by Mike.Erwin Fix glTF importer header includes. Build was failing on Linux. Change 3794357 by Michael.Dupuis #jira UE-53166: buildfix: removed phase 2 landscape optim leftover... Change 3794549 by Michael.Dupuis #jira UE-53166 : fixed compile error Change 3794755 by Matt.Kuhlenschmidt Fix automation warning Change 3794910 by Lina.Halper Change material default value to be red to keep the behavior same. - Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default. Change 3795296 by Mike.Erwin glTF: fix Linux build errors A variable was being shadowed. The other errors are due to an obscure corner of the C++ spec which clang enforces. https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects #jira UE-53204 Change 3797313 by Chris.Bunner Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots. #jira UE-53198 Change 3803962 by Jamie.Dale Fixed struct instances not comparing against the correct default values when gathering for localization Change 3804771 by Michael.Dupuis Back out changelist 3783171 Change 3804772 by Michael.Dupuis Back out changelist 3783172 Change 3805258 by Michael.Dupuis Added missing shader cache for landscape Change 3806105 by Matt.Kuhlenschmidt Disable harware benchmarking during automation tests, commandlets, and on the build machine Change 3806438 by Michael.Dupuis #jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion) Change 3806577 by Matt.Kuhlenschmidt Change plugin uploading to crash reporter to only do so in editor builds Change 3806588 by Michael.Dupuis Remove temp test version in landscape version Change 3806900 by Jamie.Dale Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7 #jira UE-53353 Change 3807125 by Jamie.Dale Fixed UBT warning after Dev-Core merge Change 3807299 by tim.gautier QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442 [CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
}
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
bool bRes = true;
Warn->BeginSlowTask(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), true, true);
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
{
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
bRes = BuildUnrealBuildTool(RootDir, *Warn);
}
if(bRes)
{
Warn->StatusUpdate(0, 1, LOCTEXT("GeneratingProjectFiles", "Generating project files..."));
bRes = RunUnrealBuildTool(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), RootDir, Arguments, Warn);
}
Warn->EndSlowTask();
return bRes;
}
bool FDesktopPlatformBase::IsUnrealBuildToolAvailable()
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
// If using installed build and the unreal build tool executable exists, then UBT is available. Otherwise check it can be built.
if (FApp::IsEngineInstalled())
{
return FPaths::FileExists(GetUnrealBuildToolExecutableFilename(FPaths::RootDir()));
}
else
{
return FPaths::FileExists(GetUnrealBuildToolProjectFileName(FPaths::RootDir()));
}
}
bool FDesktopPlatformBase::InvokeUnrealBuildToolSync(const FString& InCmdLineParams, FOutputDevice &Ar, bool bSkipBuildUBT, int32& OutReturnCode, FString& OutProcOutput)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FDesktopPlatformBase::InvokeUnrealBuildToolSync);
void* PipeRead = nullptr;
void* PipeWrite = nullptr;
verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));
bool bInvoked = false;
FProcHandle ProcHandle = InvokeUnrealBuildToolAsync(InCmdLineParams, Ar, PipeRead, PipeWrite, bSkipBuildUBT);
if (ProcHandle.IsValid())
{
// rather than waiting, we must flush the read pipe or UBT will stall if it writes out a ton of text to the console.
while (FPlatformProcess::IsProcRunning(ProcHandle))
{
OutProcOutput += FPlatformProcess::ReadPipe(PipeRead);
FPlatformProcess::Sleep(0.1f);
}
bInvoked = true;
bool bGotReturnCode = FPlatformProcess::GetProcReturnCode(ProcHandle, &OutReturnCode);
check(bGotReturnCode);
}
else
{
bInvoked = false;
OutReturnCode = -1;
OutProcOutput = TEXT("");
}
FPlatformProcess::ClosePipe(PipeRead, PipeWrite);
return bInvoked;
}
FProcHandle FDesktopPlatformBase::InvokeUnrealBuildToolAsync(const FString& InCmdLineParams, FOutputDevice &Ar, void*& OutReadPipe, void*& OutWritePipe, bool bSkipBuildUBT)
{
FString CmdLineParams = InCmdLineParams;
// UnrealBuildTool is currently always located in the Binaries/DotNET folder
FString ExecutableFileName = GetUnrealBuildToolExecutableFilename(FPaths::RootDir());
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
// Installed builds never build UBT, UnrealBuildTool should already exist
bool bSkipBuild = FApp::IsEngineInstalled() || bSkipBuildUBT;
if (!bSkipBuild)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
// When not using an installed build, we should attempt to build UBT to make sure it is up to date
// Only do this if we have not already successfully done it once during this session.
static bool bSuccessfullyBuiltUBTOnce = false;
if (!bSuccessfullyBuiltUBTOnce)
{
Ar.Log(TEXT("Building UnrealBuildTool..."));
if (BuildUnrealBuildTool(FPaths::RootDir(), Ar))
{
bSuccessfullyBuiltUBTOnce = true;
}
else
{
// Failed to build UBT
Ar.Log(TEXT("Failed to build UnrealBuildTool."));
UE_LOG(LogDesktopPlatform, Warning, TEXT("Failed to compile UnrealBuildTool (project file is '%s', exe path is '%s')"), *GetUnrealBuildToolProjectFileName(FPaths::RootDir()), *ExecutableFileName);
return FProcHandle();
}
}
}
#if PLATFORM_LINUX
CmdLineParams += (" -progress");
#endif // PLATFORM_LINUX
Ar.Logf(TEXT("Launching UnrealBuildTool... [%s %s]"), *ExecutableFileName, *CmdLineParams);
// Run UnrealBuildTool
const bool bLaunchDetached = false;
const bool bLaunchHidden = true;
const bool bLaunchReallyHidden = bLaunchHidden;
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*ExecutableFileName, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, OutWritePipe, OutReadPipe);
if (!ProcHandle.IsValid())
{
UE_LOG(LogDesktopPlatform, Warning, TEXT("Failed to launch UnrealBuildTool (exe path is '%s')"), *ExecutableFileName);
Ar.Logf(TEXT("Failed to launch Unreal Build Tool. (%s)"), *ExecutableFileName);
}
return ProcHandle;
}
bool FDesktopPlatformBase::RunUnrealBuildTool(const FText& Description, const FString& RootDir, const FString& Arguments, FFeedbackContext* Warn)
{
int32 ExitCode;
return static_cast<IDesktopPlatform*>(this)->RunUnrealBuildTool(Description, RootDir, Arguments, Warn, ExitCode);
}
struct FTargetFileVisitor : IPlatformFile::FDirectoryStatVisitor
{
TSet<FString>& RemainingTargetNames;
FDateTime MaxDateTime;
TArray<FString> SubDirectories;
bool bSearchSubDirectories;
FTargetFileVisitor(TSet<FString>& InRemainingTargetNames, FDateTime InMaxDateTime)
: RemainingTargetNames(InRemainingTargetNames)
, MaxDateTime(InMaxDateTime)
, bSearchSubDirectories(false)
{
}
virtual bool Visit(const TCHAR* FileNameOrDirectory, const FFileStatData& StatData) override
{
if (StatData.bIsDirectory)
{
SubDirectories.Add(FileNameOrDirectory);
return true;
}
int32 Length = FCString::Strlen(FileNameOrDirectory);
static const TCHAR TargetExt[] = TEXT(".Target.cs");
static const int32 TargetExtLen = UE_ARRAY_COUNT(TargetExt) - 1;
if (Length > TargetExtLen && FCString::Stricmp(FileNameOrDirectory + Length - TargetExtLen, TargetExt) == 0)
{
FString TargetName = FPaths::GetCleanFilename(FString(Length - TargetExtLen, FileNameOrDirectory));
return (StatData.ModificationTime < MaxDateTime && RemainingTargetNames.Remove(TargetName) == 1);
}
static const TCHAR ModuleExt[] = TEXT(".Build.cs");
static const int32 ModuleExtLen = UE_ARRAY_COUNT(ModuleExt) - 1;
if (Length > ModuleExtLen && FCString::Stricmp(FileNameOrDirectory + Length - ModuleExtLen, ModuleExt) == 0)
{
bSearchSubDirectories = false;
return true;
}
return true;
}
};
bool IsTargetInfoValid(const TArray<FTargetInfo>& Targets, const FString& SourceDir, const FDateTime& LastModifiedTime)
{
if (FApp::GetEngineIsPromotedBuild())
{
// Promoted builds may not have source code, so we will assume all supplied targets are valid since they will not appear on disk
return true;
}
// Create the state
TSet<FString> RemainingTargetNames;
for (const FTargetInfo& Target : Targets)
{
RemainingTargetNames.Add(Target.Name);
}
// Loop through all the directories
TArray<FString> DirectoryNames = { SourceDir };
for(int Idx = 0; Idx < DirectoryNames.Num(); Idx++)
{
FTargetFileVisitor Visitor(RemainingTargetNames, LastModifiedTime);
if(!IFileManager::Get().IterateDirectoryStat(*DirectoryNames[Idx], Visitor))
{
return false;
}
if(Visitor.bSearchSubDirectories)
{
DirectoryNames += Visitor.SubDirectories;
}
}
// If we found all the previous target files
return RemainingTargetNames.Num() == 0;
}
const TArray<FTargetInfo>& FDesktopPlatformBase::GetTargetsForProject(const FString& ProjectFile) const
{
// Normalize the project filename
FString NormalizedProjectFile = ProjectFile;
FPaths::NormalizeFilename(NormalizedProjectFile);
// Check if there's already a cached entry for this project
const TArray<FTargetInfo>* Targets = ProjectFileToTargets.Find(NormalizedProjectFile);
if (Targets != nullptr)
{
return *Targets;
}
// Get the base directory for the project (or the engine directory)
FString ProjectDir;
if(ProjectFile.Len() == 0)
{
ProjectDir = FPaths::EngineDir();
}
else
{
ProjectDir = FPaths::GetPath(ProjectFile);
}
FString ProjectSourceDir = ProjectDir / TEXT("Source");
// Get the path to the info filename
FString InfoFileName = ProjectDir / TEXT("Intermediate/TargetInfo.json");
// Check if the file already exists
FFileStatData StatData = IFileManager::Get().GetStatData(*InfoFileName);
if(StatData.bIsValid)
{
// Read it in and check it's still valid
TArray<FTargetInfo> NewTargets;
if(ReadTargetInfo(InfoFileName, NewTargets) && IsTargetInfoValid(NewTargets, ProjectSourceDir, StatData.ModificationTime))
{
return ProjectFileToTargets.Emplace(MoveTemp(NormalizedProjectFile), MoveTemp(NewTargets));
}
}
// Get the project source directory. If it doesn't exist, there are no targets for this project.
if (!IFileManager::Get().DirectoryExists(*ProjectSourceDir))
{
return ProjectFileToTargets.Add(NormalizedProjectFile, TArray<FTargetInfo>());
}
// Otherwise, we'll have to run UBT to update it
FString Arguments = TEXT("-Mode=QueryTargets");
if(ProjectFile.Len() > 0)
{
Arguments += FString::Printf(TEXT(" -Project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFile));
}
Arguments += FString::Printf(TEXT(" -Output=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*InfoFileName));
// Run UBT to update the list of targets. Try to run it without building first.
FString Output;
int32 ReturnCode = 0;
if (!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(FPaths::RootDir())) || !const_cast<FDesktopPlatformBase*>(this)->InvokeUnrealBuildToolSync(Arguments, *GLog, true, ReturnCode, Output) || ReturnCode != 0)
{
// If that failed, try to build and run again. Build machines should always have an up-to-date copy, and shouldn't build anything without being told to do so.
if (!GIsBuildMachine)
{
const_cast<FDesktopPlatformBase*>(this)->InvokeUnrealBuildToolSync(Arguments, *GLog, false, ReturnCode, Output);
}
}
// Try to read the new targets
TArray<FTargetInfo> NewTargets;
if(!ReadTargetInfo(InfoFileName, NewTargets))
{
UE_LOG(LogDesktopPlatform, Warning, TEXT("Unable to read target info for %s"), (ProjectFile.Len() == 0)? TEXT("engine") : *ProjectFile);
}
// Add it to the cache
return ProjectFileToTargets.Emplace(MoveTemp(NormalizedProjectFile), MoveTemp(NewTargets));
}
const TArray<FTargetInfo>& FDesktopPlatformBase::GetTargetsForCurrentProject() const
{
return GetTargetsForProject(FPaths::GetProjectFilePath());
}
bool FDesktopPlatformBase::GetSolutionPath(FString& OutSolutionPath)
{
// Get the platform-specific suffix for solution files
#if PLATFORM_MAC
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
const TCHAR* Suffix = TEXT(".xcworkspace/contents.xcworkspacedata");
#elif PLATFORM_LINUX
const TCHAR* Suffix = TEXT(".workspace"); // FIXME: Should depend on PreferredAccessor setting
#else
const TCHAR* Suffix = TEXT(".sln");
#endif
// When using game specific uproject files, the solution is named after the game and in the uproject folder
if(FPaths::IsProjectFilePathSet())
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change 3521023 by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change 3532789 by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change 3531868 by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
FString SolutionPath = FPaths::ProjectDir() / FPaths::GetBaseFilename(FPaths::GetProjectFilePath()) + Suffix;
if(FPaths::FileExists(SolutionPath))
{
OutSolutionPath = SolutionPath;
return true;
}
}
// Otherwise, it is simply titled UE4.sln
FString DefaultSolutionPath = FPaths::RootDir() / FString(TEXT("UE4")) + Suffix;
if(FPaths::FileExists(DefaultSolutionPath))
{
OutSolutionPath = DefaultSolutionPath;
return true;
}
return false;
}
FString FDesktopPlatformBase::GetDefaultProjectCreationPath()
{
// My Documents
const FString DefaultProjectSubFolder = TEXT("Unreal Projects");
return FString(FPlatformProcess::UserDir()) + DefaultProjectSubFolder;
}
void FDesktopPlatformBase::ReadLauncherInstallationList()
{
FString InstalledListFile = FString(FPlatformProcess::ApplicationSettingsDir()) / TEXT("UnrealEngineLauncher/LauncherInstalled.dat");
// If the file does not exist, manually check for the 4.0 or 4.1 manifest
FDateTime NewListTimestamp = IFileManager::Get().GetTimeStamp(*InstalledListFile);
if(NewListTimestamp == FDateTime::MinValue())
{
if(LauncherInstallationList.Num() == 0)
{
CheckForLauncherEngineInstallation(TEXT("40003"), TEXT("UE_4.0"), LauncherInstallationList);
CheckForLauncherEngineInstallation(TEXT("1040003"), TEXT("UE_4.1"), LauncherInstallationList);
}
}
else if(NewListTimestamp != LauncherInstallationTimestamp)
{
// Read the installation manifest
FString InstalledText;
if (FFileHelper::LoadFileToString(InstalledText, *InstalledListFile))
{
// Deserialize the object
TSharedPtr< FJsonObject > RootObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(InstalledText);
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
{
// Parse the list of installations
TArray< TSharedPtr<FJsonValue> > InstallationList = RootObject->GetArrayField(TEXT("InstallationList"));
for(int32 Idx = 0; Idx < InstallationList.Num(); Idx++)
{
TSharedPtr<FJsonObject> InstallationItem = InstallationList[Idx]->AsObject();
FString AppName = InstallationItem->GetStringField(TEXT("AppName"));
FString InstallLocation = InstallationItem->GetStringField(TEXT("InstallLocation"));
if(AppName.Len() > 0 && InstallLocation.Len() > 0)
{
FPaths::NormalizeDirectoryName(InstallLocation);
LauncherInstallationList.Add(AppName, InstallLocation);
}
}
}
LauncherInstallationTimestamp = NewListTimestamp;
}
}
}
void FDesktopPlatformBase::CheckForLauncherEngineInstallation(const FString &AppId, const FString &Identifier, TMap<FString, FString> &OutInstallations)
{
FString ManifestText;
FString ManifestFileName = FString(FPlatformProcess::ApplicationSettingsDir()) / FString::Printf(TEXT("UnrealEngineLauncher/Data/Manifests/%s.manifest"), *AppId);
if (FFileHelper::LoadFileToString(ManifestText, *ManifestFileName))
{
TSharedPtr< FJsonObject > RootObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(ManifestText);
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
{
TSharedPtr<FJsonObject> CustomFieldsObject = RootObject->GetObjectField(TEXT("CustomFields"));
if (CustomFieldsObject.IsValid())
{
FString InstallLocation = CustomFieldsObject->GetStringField("InstallLocation");
if (InstallLocation.Len() > 0)
{
OutInstallations.Add(Identifier, InstallLocation);
}
}
}
}
}
int32 FDesktopPlatformBase::ParseReleaseVersion(const FString &Version)
{
TCHAR *End;
uint64 Major = FCString::Strtoui64(*Version, &End, 10);
if (Major >= MAX_int16 || *(End++) != '.')
{
return INDEX_NONE;
}
uint64 Minor = FCString::Strtoui64(End, &End, 10);
if (Minor >= MAX_int16 || *End != 0)
{
return INDEX_NONE;
}
return (Major << 16) + Minor;
}
TSharedPtr<FJsonObject> FDesktopPlatformBase::LoadProjectFile(const FString &FileName)
{
FString FileContents;
if (!FFileHelper::LoadFileToString(FileContents, *FileName))
{
return TSharedPtr<FJsonObject>(NULL);
}
TSharedPtr< FJsonObject > JsonObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(FileContents);
if (!FJsonSerializer::Deserialize(Reader, JsonObject) || !JsonObject.IsValid())
{
return TSharedPtr<FJsonObject>(NULL);
}
return JsonObject;
}
bool FDesktopPlatformBase::SaveProjectFile(const FString &FileName, TSharedPtr<FJsonObject> Object)
{
FString FileContents;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&FileContents);
if (!FJsonSerializer::Serialize(Object.ToSharedRef(), Writer))
{
return false;
}
if (!FFileHelper::SaveStringToFile(FileContents, *FileName))
{
return false;
}
return true;
}
const FUProjectDictionary &FDesktopPlatformBase::GetCachedProjectDictionary(const FString& RootDir)
{
FString NormalizedRootDir = RootDir;
FPaths::NormalizeDirectoryName(NormalizedRootDir);
FUProjectDictionary *Dictionary = CachedProjectDictionaries.Find(NormalizedRootDir);
if(Dictionary == NULL)
{
Dictionary = &CachedProjectDictionaries.Add(RootDir, FUProjectDictionary(RootDir));
}
return *Dictionary;
}
void FDesktopPlatformBase::GetProjectBuildProducts(const FString& ProjectDir, TArray<FString> &OutFileNames, TArray<FString> &OutDirectoryNames)
{
FString NormalizedProjectDir = ProjectDir;
FPaths::NormalizeDirectoryName(NormalizedProjectDir);
// Find all the build roots
TArray<FString> BuildRootDirectories;
BuildRootDirectories.Add(NormalizedProjectDir);
// Add all the plugin directories
TArray<FString> PluginFileNames;
IFileManager::Get().FindFilesRecursive(PluginFileNames, *(NormalizedProjectDir / TEXT("Plugins")), TEXT("*.uplugin"), true, false);
for(int32 Idx = 0; Idx < PluginFileNames.Num(); Idx++)
{
BuildRootDirectories.Add(FPaths::GetPath(PluginFileNames[Idx]));
}
// Add all the intermediate directories
for(int32 Idx = 0; Idx < BuildRootDirectories.Num(); Idx++)
{
OutDirectoryNames.Add(BuildRootDirectories[Idx] / TEXT("Intermediate"));
}
// Add the files in the cleaned directories to the output list
for(int32 Idx = 0; Idx < OutDirectoryNames.Num(); Idx++)
{
IFileManager::Get().FindFilesRecursive(OutFileNames, *OutDirectoryNames[Idx], TEXT("*"), true, false, false);
}
}
FString FDesktopPlatformBase::GetEngineSavedConfigDirectory(const FString& Identifier)
{
// Get the game agnostic config dir
const FString UserDir = GetUserDir(Identifier);
if (!UserDir.IsEmpty())
{
return UserDir / TEXT("Saved/Config") / ANSI_TO_TCHAR(FPlatformProperties::PlatformName());
}
return FString();
}
bool FDesktopPlatformBase::EnumerateProjectsKnownByEngine(const FString &Identifier, bool bIncludeNativeProjects, TArray<FString> &OutProjectFileNames)
{
// Get the engine root directory
FString RootDir;
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return false;
}
FString GameAgnosticConfigDir = GetEngineSavedConfigDirectory(Identifier);
if (GameAgnosticConfigDir.Len() == 0)
{
return false;
}
// Find all the created project directories. Start with the default project creation path.
TArray<FString> SearchDirectories;
SearchDirectories.AddUnique(GetDefaultProjectCreationPath());
UE_LOG(LogDesktopPlatform, Log, TEXT("Enumerating Projects From Engine Ver: %s"), *Identifier);
UE_LOG(LogDesktopPlatform, Log, TEXT("Looking for directories to scan from : %s"), *GameAgnosticConfigDir);
// Load the config file
FConfigFile GameAgnosticConfig;
if (!FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorSettings"), NULL, *GameAgnosticConfigDir, false))
{
FString PreviousConfigDir = MoveTemp(GameAgnosticConfigDir);
// Load from the legacy path. Most likely a pre-UE5 engine install
GameAgnosticConfigDir = GetLegacyEngineSavedConfigDirectory(Identifier);
UE_LOG(LogDesktopPlatform, Log, TEXT("%s not found, looking for directories in %s"), *PreviousConfigDir , *GameAgnosticConfigDir);
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorSettings"), NULL, *GameAgnosticConfigDir, false);
}
// Find the editor game-agnostic settings
FConfigSection* Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorSettings"));
if (Section == NULL)
{
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorGameAgnostic"), NULL, *GameAgnosticConfigDir, false);
Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorGameAgnosticSettings"));
}
if (GameAgnosticConfig.IsEmpty())
{
UE_LOG(LogDesktopPlatform, Log, TEXT("Config not found"));
}
if(Section != NULL)
{
UE_LOG(LogDesktopPlatform, Log, TEXT("Searching for previously created project directories..."));
// Add in every path that the user has ever created a project file. This is to catch new projects showing up in the user's project folders
TArray<FString> AdditionalDirectories;
Section->MultiFind(TEXT("CreatedProjectPaths"), AdditionalDirectories);
for(int Idx = 0; Idx < AdditionalDirectories.Num(); Idx++)
{
FPaths::NormalizeDirectoryName(AdditionalDirectories[Idx]);
UE_LOG(LogDesktopPlatform, Log, TEXT("Found directory: \"%s\""), *AdditionalDirectories[Idx]);
SearchDirectories.AddUnique(AdditionalDirectories[Idx]);
}
// Also add in all the recently opened projects
TArray<FString> RecentlyOpenedFiles;
Section->MultiFind(TEXT("RecentlyOpenedProjectFiles"), RecentlyOpenedFiles);
for(int Idx = 0; Idx < RecentlyOpenedFiles.Num(); Idx++)
{
FPaths::NormalizeFilename(RecentlyOpenedFiles[Idx]);
UE_LOG(LogDesktopPlatform, Log, TEXT("Found project \"%s\" in recently opened files"), *RecentlyOpenedFiles[Idx]);
OutProjectFileNames.AddUnique(RecentlyOpenedFiles[Idx]);
}
}
// Find all the other projects that are in the search directories
for(int Idx = 0; Idx < SearchDirectories.Num(); Idx++)
{
TArray<FString> ProjectFolders;
IFileManager::Get().FindFiles(ProjectFolders, *(SearchDirectories[Idx] / TEXT("*")), false, true);
for(int32 FolderIdx = 0; FolderIdx < ProjectFolders.Num(); FolderIdx++)
{
TArray<FString> ProjectFiles;
IFileManager::Get().FindFiles(ProjectFiles, *(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / TEXT("*.uproject")), true, false);
for(int32 FileIdx = 0; FileIdx < ProjectFiles.Num(); FileIdx++)
{
FString ProjName = SearchDirectories[Idx] / ProjectFolders[FolderIdx] / ProjectFiles[FileIdx];
UE_LOG(LogDesktopPlatform, Log, TEXT("Found project \"%s\" in previously created project directory"), *ProjName);
OutProjectFileNames.AddUnique(MoveTemp(ProjName));
}
}
}
UE_LOG(LogDesktopPlatform, Log, TEXT("Searcing for projects in .uprojectdirs"));
// Find all the native projects, and either add or remove them from the list depending on whether we want native projects
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
if(bIncludeNativeProjects)
{
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
{
if(!NativeProjectPaths[Idx].Contains(TEXT("/Templates/")))
{
UE_LOG(LogDesktopPlatform, Log, TEXT("Found project \"%s\" in .uprojectdirs"), *NativeProjectPaths[Idx]);
OutProjectFileNames.AddUnique(NativeProjectPaths[Idx]);
}
}
}
else
{
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
{
OutProjectFileNames.Remove(NativeProjectPaths[Idx]);
}
}
return true;
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
#if PLATFORM_WINDOWS
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Windows/WindowsHWrapper.h"
#include "Windows/AllowWindowsPlatformTypes.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
#include <ShlObj.h>
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Windows/HideWindowsPlatformTypes.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
static bool TryReadMsBuildInstallPath(HKEY RootKey, const TCHAR* KeyName, const TCHAR* ValueName, const TCHAR* MsBuildRelativePath, FString& OutMsBuildPath)
{
FString Value;
if (!FWindowsPlatformMisc::QueryRegKey(RootKey, KeyName, ValueName, Value))
{
return false;
}
FString Result = Value / MsBuildRelativePath;
if (!FPaths::FileExists(Result))
{
return false;
}
OutMsBuildPath = Result;
return true;
}
static bool TryReadMsBuildInstallPath(const TCHAR* KeyRelativeName, const TCHAR* ValueName, const TCHAR* MsBuildRelativePath, FString& OutMsBuildPath)
{
if (TryReadMsBuildInstallPath(HKEY_CURRENT_USER, *(FString("SOFTWARE\\") + KeyRelativeName), ValueName, MsBuildRelativePath, OutMsBuildPath))
{
return true;
}
if (TryReadMsBuildInstallPath(HKEY_LOCAL_MACHINE, *(FString("SOFTWARE\\") + KeyRelativeName), ValueName, MsBuildRelativePath, OutMsBuildPath))
{
return true;
}
if (TryReadMsBuildInstallPath(HKEY_CURRENT_USER, *(FString("SOFTWARE\\Wow6432Node\\") + KeyRelativeName), ValueName, MsBuildRelativePath, OutMsBuildPath))
{
return true;
}
if (TryReadMsBuildInstallPath(HKEY_LOCAL_MACHINE, *(FString("SOFTWARE\\Wow6432Node\\") + KeyRelativeName), ValueName, MsBuildRelativePath, OutMsBuildPath))
{
return true;
}
return false;
}
static bool TryReadMsBuildInstallPath(FString& OutPath)
{
// Try to get the MSBuild 14.0 path directly (see https://msdn.microsoft.com/en-us/library/hh162058(v=vs.120).aspx)
TCHAR ProgramFilesX86[MAX_PATH];
if (SUCCEEDED(SHGetFolderPath(NULL, CSIDL_PROGRAM_FILES | CSIDL_FLAG_CREATE, NULL, SHGFP_TYPE_CURRENT, ProgramFilesX86)))
{
FString ToolPath = FString(ProgramFilesX86) / TEXT("MSBuild/14.0/bin/MSBuild.exe");
if (FPaths::FileExists(ToolPath))
{
OutPath = ToolPath;
return true;
}
}
// Try to get the MSBuild 14.0 path from the registry
if (TryReadMsBuildInstallPath(TEXT("Microsoft\\MSBuild\\ToolsVersions\\14.0"), TEXT("MSBuildToolsPath"), TEXT("MSBuild.exe"), OutPath))
{
return true;
}
// Check for MSBuild 15. This is installed alongside Visual Studio 2017, so we get the path relative to that.
if (TryReadMsBuildInstallPath(TEXT("Microsoft\\VisualStudio\\SxS\\VS7"), TEXT("15.0"), TEXT("MSBuild\\15.0\\bin\\MSBuild.exe"), OutPath))
{
return true;
}
// Check for older versions of MSBuild. These are registered as separate versions in the registry.
if (TryReadMsBuildInstallPath(TEXT("Microsoft\\MSBuild\\ToolsVersions\\12.0"), TEXT("MSBuildToolsPath"), TEXT("MSBuild.exe"), OutPath))
{
return true;
}
if (TryReadMsBuildInstallPath(TEXT("Microsoft\\MSBuild\\ToolsVersions\\4.0"), TEXT("MSBuildToolsPath"), TEXT("MSBuild.exe"), OutPath))
{
return true;
}
return false;
}
#endif
bool FDesktopPlatformBase::BuildUnrealBuildTool(const FString& RootDir, FOutputDevice& Ar)
{
Ar.Logf(TEXT("Building UnrealBuildTool in %s..."), *RootDir);
// Check the project file exists
FString CsProjLocation = GetUnrealBuildToolProjectFileName(RootDir);
if (!FPaths::FileExists(CsProjLocation))
{
Ar.Logf(TEXT("Project file not found at %s"), *CsProjLocation);
return false;
}
FString CompilerExecutableFilename;
FString CmdLineParams;
if (PLATFORM_WINDOWS)
{
#if PLATFORM_WINDOWS
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
if (!TryReadMsBuildInstallPath(CompilerExecutableFilename))
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
Ar.Logf(TEXT("Couldn't find MSBuild installation; skipping."));
return false;
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
#endif
CmdLineParams = FString::Printf(TEXT("/nologo /verbosity:quiet \"%s\" /property:Configuration=Development /property:Platform=AnyCPU"), *CsProjLocation);
}
else if (PLATFORM_MAC)
{
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Mac/RunXBuild.sh"));
CompilerExecutableFilename = TEXT("/bin/sh");
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development %s"), *ScriptPath, *CsProjLocation);
}
else if (PLATFORM_LINUX)
{
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Linux/RunXBuild.sh"));
CompilerExecutableFilename = TEXT("/bin/bash");
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development %s"), *ScriptPath, *CsProjLocation);
}
else
{
Ar.Log(TEXT("Unknown platform, unable to build UnrealBuildTool."));
return false;
}
// Spawn the compiler
Ar.Logf(TEXT("Running: %s %s"), *CompilerExecutableFilename, *CmdLineParams);
const bool bLaunchDetached = false;
const bool bLaunchHidden = true;
const bool bLaunchReallyHidden = bLaunchHidden;
void* PipeRead = nullptr;
void* PipeWrite = nullptr;
verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*CompilerExecutableFilename, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, PipeWrite, PipeRead);
if (!ProcHandle.IsValid())
{
Ar.Log(TEXT("Failed to start process."));
return false;
}
FPlatformProcess::WaitForProc(ProcHandle);
FPlatformProcess::CloseProc(ProcHandle);
FPlatformProcess::ClosePipe(PipeRead, PipeWrite);
// If the executable appeared where we expect it, then we were successful
FString UnrealBuildToolExePath = GetUnrealBuildToolExecutableFilename(RootDir);
if (!FPaths::FileExists(UnrealBuildToolExePath))
{
Ar.Logf(TEXT("Missing %s after build"), *UnrealBuildToolExePath);
return false;
}
return true;
}
bool FDesktopPlatformBase::ReadTargetInfo(const FString& FileName, TArray<FTargetInfo>& Targets)
{
// Read the file to a string
FString Contents;
if (!FFileHelper::LoadFileToString(Contents, *FileName))
{
return false;
}
// Deserialize a JSON object from the string
TSharedPtr<FJsonObject> ObjectPtr;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Contents);
if (!FJsonSerializer::Deserialize(Reader, ObjectPtr) || !ObjectPtr.IsValid())
{
return false;
}
// Get the targets array
const TArray<TSharedPtr<FJsonValue>>* TargetArray;
if (!ObjectPtr->TryGetArrayField(TEXT("Targets"), TargetArray))
{
return false;
}
// Presize the output array
Targets.SetNum(TargetArray->Num());
// Parse the entries
for (int Idx = 0; Idx < TargetArray->Num(); Idx++)
{
const FJsonValue& TargetValue = *(*TargetArray)[Idx].Get();
if (TargetValue.Type != EJson::Object)
{
return false;
}
const FJsonObject& TargetObject = *TargetValue.AsObject();
if(!TargetObject.TryGetStringField(TEXT("Name"), Targets[Idx].Name) || !TargetObject.TryGetStringField(TEXT("Path"), Targets[Idx].Path))
{
return false;
}
FString Type;
if (!TargetObject.TryGetStringField(TEXT("Type"), Type))
{
return false;
}
if(!LexTryParseString(Targets[Idx].Type, *Type) || Targets[Idx].Type == EBuildTargetType::Unknown)
{
return false;
}
}
return true;
}
FString FDesktopPlatformBase::GetUserDir(const FString& Identifier)
{
// Get the engine root directory
FString RootDir;
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return FString();
}
// Get the path to the game agnostic settings
FString UserDir;
if (IsStockEngineRelease(Identifier))
{
UserDir = FPaths::Combine(FPlatformProcess::UserSettingsDir(), *FApp::GetEpicProductIdentifier(), *Identifier);
}
else
{
UserDir = FPaths::Combine(*RootDir, TEXT("Engine"));
}
return UserDir;
}
FString FDesktopPlatformBase::GetLegacyEngineSavedConfigDirectory(const FString& Identifier)
{
const FString UserDir = GetUserDir(Identifier);
if (!UserDir.IsEmpty())
{
return UserDir / TEXT("Saved/Config") / ANSI_TO_TCHAR(FPlatformProperties::IniPlatformName());
}
return FString();
}
FString FDesktopPlatformBase::GetUnrealBuildToolProjectFileName(const FString& RootDir) const
{
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj"));
}
FString FDesktopPlatformBase::GetUnrealBuildToolExecutableFilename(const FString& RootDir) const
{
FConfigFile Config;
if (FConfigCacheIni::LoadExternalIniFile(Config, TEXT("Engine"), *FPaths::Combine(RootDir, TEXT("Engine/Config/")), *FPaths::Combine(RootDir, TEXT("Engine/Config/")), true, NULL, false, /*bWriteDestIni*/ false))
{
FString Entry;
if( Config.GetString( TEXT("PlatformPaths"), TEXT("UnrealBuildTool"), Entry ))
{
FString NewPath = FPaths::ConvertRelativePathToFull(RootDir / Entry);
return NewPath;
}
}
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe"));
}
#undef LOCTEXT_NAMESPACE