Rename UE5Editor to UnrealEditor.

#rb none
#jira UE-97600

[CL 14292067 by Ben Marsh in ue5-main branch]
This commit is contained in:
Ben Marsh
2020-09-10 15:39:00 -04:00
parent 0a24db7bbe
commit 486408b1a9
64 changed files with 191 additions and 191 deletions
@@ -97,7 +97,7 @@ if [ -z "$1" ]; then
# build editor targets, roughly ascending by build time
Run BuildTarget ShaderCompileWorker
Run BuildTarget UnrealFrontend
Run BuildTarget UE5Editor
Run BuildTarget UnrealEditor
popd >> /dev/null
else
+6 -6
View File
@@ -80,7 +80,7 @@ GenerateProjectFiles.sh produces a number of "project" files, including Makefile
project in your favorite IDE and qmake project file. Both QtCreator and KDevelop 4.6+ are known to handle the project well
(although the latter takes about 3-4 GB of resident RAM to load the project).
The targets match the name of the resulting binary, e.g. UE5Editor-Linux-Debug or UE4Game. You can build them
The targets match the name of the resulting binary, e.g. UnrealEditor-Linux-Debug or UE4Game. You can build them
by just typing make <target> in the engine's root folder.
4.8 and later versions have simplified building the editor by providing makefile targets "StandardSet" and "DebugSet", the former
@@ -90,28 +90,28 @@ being the default. You can now just type
to build the editor. Alternatively, build the following targets:
make CrashReportClient ShaderCompileWorker UnrealLightmass UnrealPak UE5Editor
make CrashReportClient ShaderCompileWorker UnrealLightmass UnrealPak UnrealEditor
If you intend to develop the editor, you can build a debug configuration of it:
make UE5Editor-Linux-Debug
make UnrealEditor-Linux-Debug
(note that it will still use development ShaderCompileWorker / UnrealLightmass). This
configuration runs much slower.
If you want to rebuild the editor from scatch, you can use
make UE5Editor ARGS="-clean" && make UE5Editor
make UnrealEditor ARGS="-clean" && make UnrealEditor
In order to run it:
cd Engine/Binaries/Linux/
./UE5Editor
./UnrealEditor
Or, if you want to start it with a specific project:
cd Engine/Binaries/Linux/
./UE5Editor "~/Documents/Unreal Projects/MyProject/MyProject.uproject"
./UnrealEditor "~/Documents/Unreal Projects/MyProject/MyProject.uproject"
You can also append -game if you want to run the project as a game (you can also do that from the running editor).
@@ -36,13 +36,13 @@
project=$1
changelist=$2
if pgrep -x "UE5Editor" > /dev/null
if pgrep -x "UnrealEditor" > /dev/null
then
echo "UE5Editor already running, please close all UE5Editor processes..."
#killall -9 "UE5Editor"
echo "UnrealEditor already running, please close all UnrealEditor processes..."
#killall -9 "UnrealEditor"
exit 1
else
echo "No UE5Editor processes running."
echo "No UnrealEditor processes running."
fi
if [ ! -f ../../../Build/BatchFiles/Mac/SyncBuildRunLatest.command ]; then
@@ -135,13 +135,13 @@ fi
echo changelist="$changelist"
echo $latest_change_string
if pgrep -x "UE5Editor" > /dev/null
if pgrep -x "UnrealEditor" > /dev/null
then
echo "UE5Editor already running, please close all UE5Editor processes..."
echo "UnrealEditor already running, please close all UnrealEditor processes..."
exit 1
#killall -9 "UE5Editor"
#killall -9 "UnrealEditor"
else
echo "No UE5Editor processes running."
echo "No UnrealEditor processes running."
fi
echo $ue4_root_directory_local
@@ -157,6 +157,6 @@ else
exit 1
fi
open -a "$ue4_root_directory_local"Engine/Binaries/Mac/UE5Editor.app --args "$project"
open -a "$ue4_root_directory_local"Engine/Binaries/Mac/UnrealEditor.app --args "$project"
exit
+3 -3
View File
@@ -44699,7 +44699,7 @@
<File Name="Engine/Source/Programs/UnrealVS/UnrealVS.vsct" Hash="22c6f39d1c8db9abdc75dc73633020f166de1664" />
<File Name="Engine/Source/Programs/UnrealVersionSelector/Private/Linux/Resources/Icon.png" Hash="4688c77b5e432dfa60db778aa36b0ef907bb0d69" />
<File Name="Engine/Source/Programs/UnrealVersionSelector/Private/Linux/Resources/com.epicgames.UnrealEngine.desktop" Hash="237ec57ab2105ffc133652ec93d40e5385e3e6c5" />
<File Name="Engine/Source/Programs/UnrealVersionSelector/Private/Linux/Resources/com.epicgames.UnrealEngineEditor.desktop" Hash="23278d1050a4f0a9a17ff96527cbfe80e65b9398" />
<File Name="Engine/Source/Programs/UnrealVersionSelector/Private/Linux/Resources/com.epicgames.UnrealEngineEditor.desktop" Hash="a271aa8ac9ae087f1d17437a76fcf7297a677b5f" />
<File Name="Engine/Source/Programs/UnrealVersionSelector/Private/Linux/Resources/com.epicgames.UnrealVersionSelector.desktop" Hash="3e1d551e16c428782a385a4a6f1d9d3d32cb6423" />
<File Name="Engine/Source/Programs/UnrealVersionSelector/Private/Windows/Resources/Icon.ico" Hash="3d1c262dd583f0c26381ed1e2d675226a34211b4" />
<File Name="Engine/Source/Programs/Windows/CompileTimeAnalyzer/CompileTimeAnalyzer/Default.ico" Hash="b7d8e1442aec4db421d5c5d8427bbd5846a2cbd4" />
@@ -64580,7 +64580,6 @@
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@@ -84802,6 +84801,7 @@
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@@ -100033,6 +100033,7 @@
<Pack Hash="20fd254db58d4ca631e596e468c1d69f470f53c8" Size="241782504" CompressedSize="63621023" RemotePath="UnrealEngine-6550956-1c306f258fd64028a871dd92ab6159f3" />
<Pack Hash="2106a8428afdd847355787dc532bde496785a1c5" Size="702117" CompressedSize="357645" RemotePath="UnrealEngine-12495666-be9fa39929784d9db3a4e1265335dc1b" />
<Pack Hash="2115c292bcc6f2ae2a603d2cae38d7dc323ffdb6" Size="705044" CompressedSize="641648" RemotePath="UnrealEngine-8568092-efef31f7ed58447db19a35f1adb6a19e" />
<Pack Hash="212c10fac75abc97af0dd8729a98e7587d313779" Size="346" CompressedSize="265" RemotePath="UnrealEngine-14292067" />
<Pack Hash="2136e069c0ea8b76c46548ef98c0dbdfc291218b" Size="2094165" CompressedSize="349201" RemotePath="UnrealEngine-13753156" />
<Pack Hash="21495600a60ec70990241fb254dcb18dce209ffb" Size="1053" CompressedSize="536" RemotePath="UnrealEngine-3393611-ec0e45fe700449ab8282bb4d6fbf0de1" />
<Pack Hash="215f16be383b3e37f6ab866a94263c078729c9ef" Size="2097128" CompressedSize="395422" RemotePath="2369826-2acd3c361c9d4a858bd63938a2ab980e" />
@@ -103166,7 +103167,6 @@
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<Pack Hash="fa38d399e66cd07d6bd618f8baa7ba75970f9247" Size="2028342" CompressedSize="562673" RemotePath="UnrealEngine-6960242-9676469577454cfb88111175cb9c2bf5" />
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<Pack Hash="faac63be744478f9db54e4a6a53b9f378de4237a" Size="343" CompressedSize="267" RemotePath="UnrealEngine-14288076" />
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<Pack Hash="fac312cf3966932ee6b9264f4f44dc533de0fbb0" Size="7638" CompressedSize="6181" RemotePath="UnrealEngine-3912072-aac58f95c02d4a00bb46c4351745990e" />
<Pack Hash="fac9398f375690b3dbf00a2c9310029d72736639" Size="1460408" CompressedSize="695007" RemotePath="UnrealEngine-11099277-3d9baf39a8694bcbbfb1cbdaf304d998" />
@@ -22,7 +22,7 @@
RunUAT.bat BuildGraph -Script=Engine/Build/Graph/Examples/BuildEditorAndTools.xml -Target="Submit To Perforce For UGS" -P4 -Submit
Other options:
-set:EditorTarget=<TargetName> Specifies the editor target to be built (defaults to UE5Editor)
-set:EditorTarget=<TargetName> Specifies the editor target to be built (defaults to UnrealEditor)
-set:GameTargets=<TargetName> Specifies the game targets to be built (defaults to none)
-set:TargetPlatforms=<A>;<B>;<C>... Specifies the target platforms to build the game for (defaults to Win64)
-set:OutputDir=<Path> Specifies the output directory for the compiled binaries
@@ -31,7 +31,7 @@
-set:ArchiveStream=<Path> Stream that will contain zip file of the compiled binaries, for use by UnrealGameSync.
-->
<Option Name="EditorTarget" Restrict="[^ ]+" DefaultValue="UE5Editor" Description="Name of the editor target to be built"/>
<Option Name="EditorTarget" Restrict="[^ ]+" DefaultValue="UnrealEditor" Description="Name of the editor target to be built"/>
<Option Name="GameTargets" Restrict="[^ ]*" DefaultValue="" Description="Names of game targets to build separated by semicolons, eg. UE4Client;UE4Server"/>
<Option Name="TargetPlatforms" Restrict="[^ ]*" DefaultValue="Win64" Description="List of the target platforms to build for, separated by semicolons, eg. Win64;Android"/>
<Option Name="OutputDir" DefaultValue="$(RootDir)\LocalBuilds\$(EditorTarget)Binaries" Description ="Output directory for compiled binaries"/>
+48 -48
View File
@@ -150,93 +150,93 @@
<Node Name="Compile UnrealHeaderTool Win64" Requires="Update Version Files">
<Compile Target="UnrealHeaderTool" Platform="Win64" Configuration="Development" Arguments="-precompile -allmodules"/>
</Node>
<Node Name="Compile UE5Editor Win64" Requires="Compile UnrealHeaderTool Win64" Produces="#UE5Editor Win64;#UE5Editor Win64 Unstripped;#UE5Editor Win64 Stripped;#UE5Editor Win64 Unsigned;#UE5Editor Win64 Signed;#UE5Editor Win64 WithExceptions">
<Compile Target="UE5Editor" Platform="Win64" Configuration="DebugGame" Tag="#UE5Editor Win64" Arguments="-precompile -allmodules "/>
<Compile Target="UE5Editor" Platform="Win64" Configuration="Development" Tag="#UE5Editor Win64" Arguments="-precompile -allmodules"/>
<Node Name="Compile UnrealEditor Win64" Requires="Compile UnrealHeaderTool Win64" Produces="#UnrealEditor Win64;#UnrealEditor Win64 Unstripped;#UnrealEditor Win64 Stripped;#UnrealEditor Win64 Unsigned;#UnrealEditor Win64 Signed;#UnrealEditor Win64 WithExceptions">
<Compile Target="UnrealEditor" Platform="Win64" Configuration="DebugGame" Tag="#UnrealEditor Win64" Arguments="-precompile -allmodules "/>
<Compile Target="UnrealEditor" Platform="Win64" Configuration="Development" Tag="#UnrealEditor Win64" Arguments="-precompile -allmodules"/>
<Do If="$(EmbedSrcSrvInfo)">
<!-- Embed source info into the PDB files. Should be done from this machine to ensure that paths are correct. -->
<Log Message="Embedding source file information into PDB files..."/>
<Tag Files="Engine/Source/...;Engine/Plugins/..." Filter="*.c;*.h;*.cpp;*.hpp;*.inl" Except="Engine/Source/ThirdParty/..." With="#SourceFiles"/>
<SrcSrv BinaryFiles="#UE5Editor Win64" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
<SrcSrv BinaryFiles="#UnrealEditor Win64" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
</Do>
<Tag Files="#UE5Editor Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions);$(PluginsExceptions)" With="#UE5Editor Win64 Unstripped"/>
<Tag Files="#UnrealEditor Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions);$(PluginsExceptions)" With="#UnrealEditor Win64 Unstripped"/>
<Switch>
<Case If="'$(WithFullDebugInfo)' == true">
<!-- Copy files for local debug builds -->
<Copy Files="#UE5Editor Win64 Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
<Copy Files="#UnrealEditor Win64 Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
</Case>
<Default>
<!-- Otherwise, strip the files for distribution -->
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Win64" Files="#UE5Editor Win64 Unstripped" Tag="#UE5Editor Win64 Stripped"/>
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Win64" Files="#UnrealEditor Win64 Unstripped" Tag="#UnrealEditor Win64 Stripped"/>
</Default>
</Switch>
<Do If="'$(SignExecutables)' == true">
<Tag Files="#UE5Editor Win64" Filter="$(WindowsSignFilter)" Except="$(PluginsExceptions)" With="#UE5Editor Win64 Unsigned"/>
<Copy Files="#UE5Editor Win64 Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Editor_ToSign_Win64"/>
<Sign Files="#Editor_ToSign_Win64" Tag="#UE5Editor Win64 Signed"/>
<Tag Files="#UnrealEditor Win64" Filter="$(WindowsSignFilter)" Except="$(PluginsExceptions)" With="#UnrealEditor Win64 Unsigned"/>
<Copy Files="#UnrealEditor Win64 Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Editor_ToSign_Win64"/>
<Sign Files="#Editor_ToSign_Win64" Tag="#UnrealEditor Win64 Signed"/>
</Do>
<Tag Files="#UE5Editor Win64" Except="$(PluginsExceptions)" With="#UE5Editor Win64 WithExceptions"/>
<Tag Files="#UnrealEditor Win64" Except="$(PluginsExceptions)" With="#UnrealEditor Win64 WithExceptions"/>
</Node>
</Agent>
<Aggregate Name="Win64 Editor" Label="Editors/Win64" Requires="Compile UE5Editor Win64" Include="Editor Win64"/>
<Aggregate Name="Win64 Editor" Label="Editors/Win64" Requires="Compile UnrealEditor Win64" Include="Editor Win64"/>
<!-- Base editor and tools for compile on Mac -->
<Agent Name="Editor Mac" Type="Mac_Licensee">
<Node Name="Compile UnrealHeaderTool Mac" Requires="Update Version Files">
<Compile Target="UnrealHeaderTool" Platform="Mac" Configuration="Development" Arguments="-precompile -allmodules"/>
</Node>
<Node Name="Compile UE5Editor Mac" Requires="Compile UnrealHeaderTool Mac" Produces="#UE5Editor Mac;#UE5Editor Mac Unstripped;#UE5Editor Mac Stripped;#UE5Editor Mac Unsigned;#UE5Editor Mac Signed;#UE5Editor Mac WithExceptions">
<Compile Target="UE5Editor" Platform="Mac" Configuration="DebugGame" Tag="#UE5Editor Mac" Arguments="-precompile -allmodules"/>
<Compile Target="UE5Editor" Platform="Mac" Configuration="Development" Tag="#UE5Editor Mac" Arguments="-precompile -allmodules"/>
<Node Name="Compile UnrealEditor Mac" Requires="Compile UnrealHeaderTool Mac" Produces="#UnrealEditor Mac;#UnrealEditor Mac Unstripped;#UnrealEditor Mac Stripped;#UnrealEditor Mac Unsigned;#UnrealEditor Mac Signed;#UnrealEditor Mac WithExceptions">
<Compile Target="UnrealEditor" Platform="Mac" Configuration="DebugGame" Tag="#UnrealEditor Mac" Arguments="-precompile -allmodules"/>
<Compile Target="UnrealEditor" Platform="Mac" Configuration="Development" Tag="#UnrealEditor Mac" Arguments="-precompile -allmodules"/>
<Tag Files="#UE5Editor Mac" Filter="$(MacStripFilter)" Except="$(PluginsExceptions)" With="#UE5Editor Mac Unstripped"/>
<Tag Files="#UnrealEditor Mac" Filter="$(MacStripFilter)" Except="$(PluginsExceptions)" With="#UnrealEditor Mac Unstripped"/>
<Switch>
<Case If="'$(WithFullDebugInfo)' == true">
<!-- Copy files for local debug builds -->
<Copy Files="#UE5Editor Mac Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
<Copy Files="#UnrealEditor Mac Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
</Case>
<Default>
<!-- Otherwise, strip the files for distribution -->
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Mac" Files="#UE5Editor Mac Unstripped" Tag="#UE5Editor Mac Stripped"/>
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Mac" Files="#UnrealEditor Mac Unstripped" Tag="#UnrealEditor Mac Stripped"/>
</Default>
</Switch>
<Do If="'$(SignExecutables)' == true">
<Tag Files="#UE5Editor Mac" Filter="$(MacSignFilter)" Except="$(PluginsExceptions)" With="#UE5Editor Mac Unsigned"/>
<Copy Files="#UE5Editor Mac Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Editor_ToSign_Mac"/>
<Sign Files="#Editor_ToSign_Mac" Tag="#UE5Editor Mac Signed"/>
<Tag Files="#UnrealEditor Mac" Filter="$(MacSignFilter)" Except="$(PluginsExceptions)" With="#UnrealEditor Mac Unsigned"/>
<Copy Files="#UnrealEditor Mac Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Editor_ToSign_Mac"/>
<Sign Files="#Editor_ToSign_Mac" Tag="#UnrealEditor Mac Signed"/>
</Do>
<Tag Files="#UE5Editor Mac" Except="$(PluginsExceptions)" With="#UE5Editor Mac WithExceptions"/>
<Tag Files="#UnrealEditor Mac" Except="$(PluginsExceptions)" With="#UnrealEditor Mac WithExceptions"/>
</Node>
</Agent>
<Aggregate Name="Mac Editor" Label="Editors/Mac" Requires="Compile UE5Editor Mac" Include="Editor Mac"/>
<Aggregate Name="Mac Editor" Label="Editors/Mac" Requires="Compile UnrealEditor Mac" Include="Editor Mac"/>
<!-- Base editor and tools for compile on Linux -->
<Agent Name="Editor Linux" Type="Win64_Licensee">
<Node Name="Compile UnrealHeaderTool Linux" Requires="Update Version Files">
<Compile Target="UnrealHeaderTool" Platform="Linux" Configuration="Development" Arguments="-precompile -allmodules"/>
</Node>
<Node Name="Compile UE5Editor Linux" Requires="Compile UnrealHeaderTool $(HostPlatform)" Produces="#UE5Editor Linux;#UE5Editor Linux Unstripped;#UE5Editor Linux Stripped">
<Compile Target="UE5Editor" Platform="Linux" Configuration="DebugGame" Tag="#UE5Editor Linux" Arguments="-precompile -allmodules"/>
<Compile Target="UE5Editor" Platform="Linux" Configuration="Development" Tag="#UE5Editor Linux" Arguments="-precompile -allmodules"/>
<Node Name="Compile UnrealEditor Linux" Requires="Compile UnrealHeaderTool $(HostPlatform)" Produces="#UnrealEditor Linux;#UnrealEditor Linux Unstripped;#UnrealEditor Linux Stripped">
<Compile Target="UnrealEditor" Platform="Linux" Configuration="DebugGame" Tag="#UnrealEditor Linux" Arguments="-precompile -allmodules"/>
<Compile Target="UnrealEditor" Platform="Linux" Configuration="Development" Tag="#UnrealEditor Linux" Arguments="-precompile -allmodules"/>
<Tag Files="#UE5Editor Linux" Filter="$(LinuxStripFilter)" With="#UE5Editor Linux Unstripped"/>
<Tag Files="#UnrealEditor Linux" Filter="$(LinuxStripFilter)" With="#UnrealEditor Linux Unstripped"/>
<Switch>
<Case If="'$(WithFullDebugInfo)' == true">
<!-- Copy files for local debug builds -->
<Copy Files="#UE5Editor Linux Unstripped" From="$(RootDir)" To="$(SavedOutput)" Tag="#UE5Editor Linux Stripped"/>
<Copy Files="#UnrealEditor Linux Unstripped" From="$(RootDir)" To="$(SavedOutput)" Tag="#UnrealEditor Linux Stripped"/>
</Case>
<Default>
<!-- Otherwise, strip the files for distribution -->
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Linux" Files="#UE5Editor Linux Unstripped" Tag="#UE5Editor Linux Stripped"/>
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Linux" Files="#UnrealEditor Linux Unstripped" Tag="#UnrealEditor Linux Stripped"/>
</Default>
</Switch>
</Node>
@@ -608,7 +608,7 @@
</Macro>
<Agent Name="DDC Group Win64" Type="Win64_Licensee">
<Node Name="Build DDC Win64" Requires="#UE5Editor Win64;Build Tools Win64;Build Tools CS" Produces="#CompressedDDCWin64">
<Node Name="Build DDC Win64" Requires="#UnrealEditor Win64;Build Tools Win64;Build Tools CS" Produces="#CompressedDDCWin64">
<!-- Get our temp dir -->
<Property Name="DDCDir" Value="$(RootDir)\LocalBuilds\InstalledDDC"/>
<Property Name="SavedDir" Value="$(SavedOutput)\Installed\Win64"/>
@@ -616,7 +616,7 @@
<Delete Files="$(DDCDir)\..."/>
<!-- Build up a list of files needed to build DDC -->
<CsCompile Project="Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" Configuration="Development" Platform="AnyCPU" Tag="#ToCopy" TagReferences="#ToCopy" EnumerateOnly="true"/>
<Tag Files="#Compile UnrealHeaderTool Win64;#UE5Editor Win64;#Build Tools Win64" With="#ToCopy"/>
<Tag Files="#Compile UnrealHeaderTool Win64;#UnrealEditor Win64;#Build Tools Win64" With="#ToCopy"/>
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
<Tag Files="Engine\Binaries\DotNET\Ionic.Zip.Reduced.dll" With="#ToCopy"/>
@@ -646,14 +646,14 @@
</Do>
<Agent Name="DDC Group Mac" Type="Mac">
<Node Name="Build DDC Mac" Requires="#UE5Editor Mac;Build Tools Mac;#Build Tools CS Binaries" Produces="#CompressedDDCMac">
<Node Name="Build DDC Mac" Requires="#UnrealEditor Mac;Build Tools Mac;#Build Tools CS Binaries" Produces="#CompressedDDCMac">
<!-- Get our temp dir -->
<Property Name="DDCDir" Value="$(RootDir)/LocalBuilds/InstalledDDC"/>
<Property Name="SavedDir" Value="$(SavedOutput)/Installed/Mac"/>
<!-- Delete all the old files -->
<Delete Files="$(DDCDir)/..."/>
<!-- Build up a list of files needed to build DDC -->
<Tag Files="#Compile UnrealHeaderTool Mac;#UE5Editor Mac;#Build Tools Mac" With="#ToCopy"/>
<Tag Files="#Compile UnrealHeaderTool Mac;#UnrealEditor Mac;#Build Tools Mac" With="#ToCopy"/>
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
<Tag Files="Engine/Binaries/DotNET/Ionic.Zip.Reduced.dll" With="#ToCopy"/>
@@ -681,8 +681,8 @@
<Agent Name="DDC Group Linux" Type="Linux;Win64">
<!-- Additionally require the Win64 editor binaries if building on win64 -->
<Property Name="DDCLinuxRequires" Value="#UE5Editor Linux;Build Tools Linux;#Build Tools CS Binaries"/>
<Property Name="DDCLinuxRequires" Value="$(DDCLinuxRequires);#UE5Editor Win64;#Build Tools Win64" If="'$(HostPlatform)' == 'Win64'"/>
<Property Name="DDCLinuxRequires" Value="#UnrealEditor Linux;Build Tools Linux;#Build Tools CS Binaries"/>
<Property Name="DDCLinuxRequires" Value="$(DDCLinuxRequires);#UnrealEditor Win64;#Build Tools Win64" If="'$(HostPlatform)' == 'Win64'"/>
<Node Name="Build DDC Linux" Requires="$(DDCLinuxRequires)" Produces="#CompressedDDCLinux">
<!-- Get our temp dir -->
<Property Name="DDCDir" Value="$(RootDir)/LocalBuilds/InstalledDDC"/>
@@ -691,8 +691,8 @@
<Delete Files="$(DDCDir)/..."/>
<!-- Build up a list of files needed to build DDC -->
<CsCompile Project="Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" Configuration="Development" Platform="AnyCPU" Tag="#ToCopy" TagReferences="#ToCopy" EnumerateOnly="true"/>
<Tag Files="#Compile UnrealHeaderTool $(HostPlatform);#UE5Editor Linux;#Build Tools Linux" With="#ToCopy"/>
<Tag Files="#UE5Editor Win64;#Build Tools Win64" With="#ToCopy" If="'$(HostPlatform)' == 'Win64'"/>
<Tag Files="#Compile UnrealHeaderTool $(HostPlatform);#UnrealEditor Linux;#Build Tools Linux" With="#ToCopy"/>
<Tag Files="#UnrealEditor Win64;#Build Tools Win64" With="#ToCopy" If="'$(HostPlatform)' == 'Win64'"/>
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
<Tag Files="Engine/Content/..." Except="*.psd;*.pdn;*.fbx;*.po" With="#ToCopy"/>
@@ -722,7 +722,7 @@
<Do If="$(CompileDatasmithPlugins) == 'True'">
<Property Name="DatasmithPlugins" Value="DatasmithCADImporter;DatasmithIFCImporter;DatasmithC4DImporter;AxFImporter;StaticMeshEditorExtension;MDLImporter"/>
<ForEach Name="Plugin" Values="$(DatasmithPlugins)">
<Compile Target="UE5Editor" Configuration="Development" Platform="Win64" Arguments="-Plugin=&quot;$(RootDir)/Engine/Plugins/Enterprise/$(Plugin)/$(Plugin).uplugin&quot;"/>
<Compile Target="UnrealEditor" Configuration="Development" Platform="Win64" Arguments="-Plugin=&quot;$(RootDir)/Engine/Plugins/Enterprise/$(Plugin)/$(Plugin).uplugin&quot;"/>
<Tag Files="$(RootDir)/Engine/Plugins/Enterprise/$(Plugin)/Binaries/..." With="#DatasmithPluginBinaries Win64"/>
</ForEach>
</Do>
@@ -734,7 +734,7 @@
<Do If="$(CompileDatasmithPlugins) == 'True'">
<Property Name="DatasmithPlugins" Value="DatasmithCADImporter;DatasmithIFCImporter;DatasmithC4DImporter;AxFImporter;StaticMeshEditorExtension;MDLImporter"/>
<ForEach Name="Plugin" Values="$(DatasmithPlugins)">
<Compile Target="UE5Editor" Configuration="Development" Platform="Mac" Arguments="-Plugin=&quot;$(RootDir)/Engine/Plugins/Enterprise/$(Plugin)/$(Plugin).uplugin&quot;"/>
<Compile Target="UnrealEditor" Configuration="Development" Platform="Mac" Arguments="-Plugin=&quot;$(RootDir)/Engine/Plugins/Enterprise/$(Plugin)/$(Plugin).uplugin&quot;"/>
<Tag Files="$(RootDir)/Engine/Plugins/Enterprise/$(Plugin)/Binaries/..." With="#DatasmithPluginBinaries Mac"/>
</ForEach>
</Do>
@@ -743,7 +743,7 @@
<Agent Name="Installed Build Group Win64" Type="Win64_Licensee">
<!-- Build up a list of requirements as some can be optional -->
<Property Name="InstalledRequirements" Value="Compile UnrealHeaderTool Win64;#UE5Editor Win64 WithExceptions;#UE5Editor Win64 Unstripped;#UE5Editor Win64 Stripped;#UE5Editor Win64 Unsigned;#UE5Editor Win64 Signed;#Build Tools Win64;#Build Tools CS Binaries;#Rules Assemblies"/>
<Property Name="InstalledRequirements" Value="Compile UnrealHeaderTool Win64;#UnrealEditor Win64 WithExceptions;#UnrealEditor Win64 Unstripped;#UnrealEditor Win64 Stripped;#UnrealEditor Win64 Unsigned;#UnrealEditor Win64 Signed;#Build Tools Win64;#Build Tools CS Binaries;#Rules Assemblies"/>
<!-- Optional Target Platform requirements -->
<ForEach Name="Platform" Values="$(ExtensionPlatforms)">
<Expand Name="$(Platform)_AddInstalledRequirements"/>
@@ -776,8 +776,8 @@
<!-- Tag files that always need to be part of an installed build -->
<Tag Files="#Compile UnrealHeaderTool Win64" With="#Installed Win64"/>
<Tag Files="#UE5Editor Win64 WithExceptions" Except="#UE5Editor Win64 Unstripped;#UE5Editor Win64 Unsigned" With="#Installed Win64"/>
<Tag Files="#UE5Editor Win64 Stripped;#UE5Editor Win64 Signed" With="#Saved Output"/>
<Tag Files="#UnrealEditor Win64 WithExceptions" Except="#UnrealEditor Win64 Unstripped;#UnrealEditor Win64 Unsigned" With="#Installed Win64"/>
<Tag Files="#UnrealEditor Win64 Stripped;#UnrealEditor Win64 Signed" With="#Saved Output"/>
<Tag Files="#Build Tools Win64;#Make Feature Packs;#Rules Assemblies" With="#Installed Win64"/>
<Tag Files="#DatasmithPluginBinaries Win64" With="#Installed Win64" If="$(CompileDatasmithPlugins)"/>
@@ -904,7 +904,7 @@
<Agent Name="Installed Build Group Mac" Type="Mac_Licensee">
<!-- Build up a list of requirements as some can be optional -->
<Property Name="FilterRequirements" Value="#Compile UnrealHeaderTool Mac;#UE5Editor Mac WithExceptions;#UE5Editor Mac Unstripped;#UE5Editor Mac Stripped;#UE5Editor Mac Unsigned;#UE5Editor Mac Signed;#Build Tools Mac;#Build Tools CS Binaries;#Rules Assemblies"/>
<Property Name="FilterRequirements" Value="#Compile UnrealHeaderTool Mac;#UnrealEditor Mac WithExceptions;#UnrealEditor Mac Unstripped;#UnrealEditor Mac Stripped;#UnrealEditor Mac Unsigned;#UnrealEditor Mac Signed;#Build Tools Mac;#Build Tools CS Binaries;#Rules Assemblies"/>
<!-- Optional Target Platform requirements -->
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UE4Game Mac;#UE4Game Mac Unstripped;#UE4Game Mac Stripped;#UE4Game Mac Unsigned;#UE4Game Mac Signed" If="'$(WithMac)' == true"/>
@@ -932,8 +932,8 @@
<!-- Tag files that always need to be part of an installed build -->
<Tag Files="#Compile UnrealHeaderTool Mac" With="#Installed Mac"/>
<Tag Files="#UE5Editor Mac WithExceptions" Except="#UE5Editor Mac Unstripped;#UE5Editor Mac Unsigned" With="#Installed Mac"/>
<Tag Files="#UE5Editor Mac Stripped;#UE5Editor Mac Signed" With="#Saved Output"/>
<Tag Files="#UnrealEditor Mac WithExceptions" Except="#UnrealEditor Mac Unstripped;#UnrealEditor Mac Unsigned" With="#Installed Mac"/>
<Tag Files="#UnrealEditor Mac Stripped;#UnrealEditor Mac Signed" With="#Saved Output"/>
<Tag Files="#Build Tools Mac;#Make Feature Packs;#Rules Assemblies" With="#Installed Mac"/>
<Tag Files="#DatasmithPluginBinaries Mac" With="#Installed Mac" If="$(CompileDatasmithPlugins)"/>
@@ -1034,7 +1034,7 @@
<Agent Name="Installed Build Group Linux" Type="Win64_Licensee">
<!-- Build up a list of requirements as some can be optional -->
<Property Name="InstalledRequirements" Value="#Compile UnrealHeaderTool Linux;#UE5Editor Linux;#UE5Editor Linux Unstripped;#UE5Editor Linux Stripped;#Build Tools Linux;#Build Tools CS Binaries;#Rules Assemblies"/>
<Property Name="InstalledRequirements" Value="#Compile UnrealHeaderTool Linux;#UnrealEditor Linux;#UnrealEditor Linux Unstripped;#UnrealEditor Linux Stripped;#Build Tools Linux;#Build Tools CS Binaries;#Rules Assemblies"/>
<!-- Optional Target Platform requirements -->
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game Linux;#UE4Game Linux Unstripped;#UE4Game Linux Stripped" If="'$(WithLinux)' == true"/>
@@ -1059,8 +1059,8 @@
<!-- Tag files that always need to be part of an installed build -->
<Tag Files="#Compile UnrealHeaderTool Linux" With="#Installed Linux"/>
<Tag Files="#UE5Editor Linux" Except="#UE5Editor Linux Unstripped" With="#Installed Linux"/>
<Tag Files="#UE5Editor Linux Stripped" With="#Saved Output"/>
<Tag Files="#UnrealEditor Linux" Except="#UnrealEditor Linux Unstripped" With="#Installed Linux"/>
<Tag Files="#UnrealEditor Linux Stripped" With="#Saved Output"/>
<Tag Files="#Build Tools Linux;#Make Feature Packs;#Rules Assemblies" With="#Installed Linux"/>
<!-- Tag enabled target platforms -->
+2 -2
View File
@@ -15,7 +15,7 @@
<!-- List of file types to be stripped and signed for different platforms -->
<Property Name="Win64StripFilter" Value="*.pdb"/>
<Property Name="Win64StripExceptions" Value="Engine\Binaries\Win64\UE5Editor*.pdb;Engine\Plugins\...\Binaries\Win64\UE5Editor*.pdb"/>
<Property Name="Win64StripExceptions" Value="Engine\Binaries\Win64\UnrealEditor*.pdb;Engine\Plugins\...\Binaries\Win64\UnrealEditor*.pdb"/>
<Property Name="MacStripFilter" Value="*.a;"/>
<Property Name="AndroidStripFilter" Value="*.a;*.so"/>
<Property Name="IOSStripFilter" Value="*.a;"/>
@@ -108,7 +108,7 @@
<!-- Source code -->
Engine/Source/UE4Game.Target.cs
Engine/Source/UE5Editor.Target.cs
Engine/Source/UnrealEditor.Target.cs
<!-- Starter content -->
Samples/StarterContent/Content/...
@@ -315,7 +315,7 @@ void FDataprepEditor::CleanUpTemporaryDirectories()
if(!bDeleteDirectories)
{
const FString ApplicationName = FPlatformProcess::GetApplicationName( ProcessID );
bDeleteDirectories = !ApplicationName.StartsWith(TEXT("UE5Editor"));
bDeleteDirectories = !ApplicationName.StartsWith(TEXT("UnrealEditor"));
}
if(bDeleteDirectories)
@@ -13,7 +13,7 @@
* Uses a heavily stripped down game client, with allowances for Slate, and some hacks for enabling proper netcode usage.
*
* Usage:
* "UE5Editor.exe shootergame -run=NetcodeUnitTest.UnitTestCommandlet"
* "UnrealEditor.exe shootergame -run=NetcodeUnitTest.UnitTestCommandlet"
*
* Parameters:
* -UnitTest=UnitTestName
@@ -748,7 +748,7 @@ bool UProcessUnitTest::IsBlockingProcessPresent(bool bLogIfFound/*=false*/)
TEXT("Recommend generating shaders separately before running unit tests, to avoid bugs and unit test failure."));
UNIT_LOG(ELogType::StatusImportant,
TEXT("One way to do this (takes a long time), is through: UE5Editor-Cmd YourGame -run=DerivedDataCache -fill"));
TEXT("One way to do this (takes a long time), is through: UnrealEditor-Cmd YourGame -run=DerivedDataCache -fill"));
}
}
@@ -16,7 +16,7 @@ DebugGameHasSeparateExecutable=1
+ExcludeChanges=^Collection '.*' not modified
[Default]
EditorTarget=UE5Editor
EditorTarget=UnrealEditor
; Set this to a network share which contains the SDK installers for your site
SdkInstallerDir=
@@ -565,10 +565,10 @@ bool FDesktopPlatformBase::CompileGameProject(const FString& RootDir, const FStr
// 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 UE5Editor.
// Append the project name if it's a foreign project. Otherwise compile UnrealEditor.
if ( ProjectFileName.IsEmpty() )
{
Arguments = TEXT("UE5Editor ") + Arguments;
Arguments = TEXT("UnrealEditor ") + Arguments;
}
else
{
@@ -538,7 +538,7 @@ void FDesktopPlatformMac::EnumerateEngineInstallations(TMap<FString, FString> &O
NSURL* AppURL = (NSURL*)CFArrayGetValueAtIndex(AllApps, Index);
NSBundle* AppBundle = [NSBundle bundleWithURL:AppURL];
FString EngineDir = FString([[AppBundle bundlePath] stringByDeletingLastPathComponent]);
if (([[AppBundle bundleIdentifier] isEqualToString:@"com.epicgames.UE5Editor"] || [[AppBundle bundleIdentifier] isEqualToString:@"com.epicgames.UE4EditorServices"])
if (([[AppBundle bundleIdentifier] isEqualToString:@"com.epicgames.UnrealEditor"] || [[AppBundle bundleIdentifier] isEqualToString:@"com.epicgames.UE4EditorServices"])
&& EngineDir.RemoveFromEnd(TEXT("/Engine/Binaries/Mac")) && !EngineDir.Contains("Unreal Engine.app/Contents/") && !EngineDir.Contains("Epic Games Launcher.app/Contents/") && !EngineDir.Contains("/Users/Shared/UnrealEngine/Launcher"))
{
FString EngineId;
@@ -161,7 +161,7 @@ public:
}
else if (TargetType == EBuildTargetType::Editor)
{
ExecutablePath /= TEXT("UE5Editor");
ExecutablePath /= TEXT("UnrealEditor");
}
if (BuildConfiguration != EBuildConfiguration::Development)
@@ -253,7 +253,7 @@ public:
}
else if (TargetType == EBuildTargetType::Editor)
{
ExecutablePath /= TEXT("UE5Editor");
ExecutablePath /= TEXT("UnrealEditor");
}
if (BuildConfiguration != EBuildConfiguration::Development)
@@ -4109,7 +4109,7 @@ GameProjectUtils::EAddCodeToProjectResult GameProjectUtils::AddCodeToProject_Int
const FString GameModuleName = FApp::GetProjectName();
check(ModuleInfo.ModuleName == GameModuleName);
// Because this project previously didn't have any code, the UBT target name will just be UE5Editor. Now that we've
// Because this project previously didn't have any code, the UBT target name will just be UnrealEditor. Now that we've
// added some code, the target name will be changed to match the editor target for the new source.
FString NewUBTTargetName = GameModuleName + TEXT("Editor");
FPlatformMisc::SetUBTTargetName(*NewUBTTargetName);
@@ -701,7 +701,7 @@ UObject* UPackFactory::FactoryCreateBinary
}
else
{
// We didn't previously have source, so the UBT target name will be UE5Editor, and attempts to recompile will end up building the wrong target. Now that we have source,
// We didn't previously have source, so the UBT target name will be UnrealEditor, and attempts to recompile will end up building the wrong target. Now that we have source,
// we need to change the UBT target to be the newly created editor module
FPlatformMisc::SetUBTTargetName(*(FString(FApp::GetProjectName()) + TEXT("Editor")));
@@ -53,7 +53,7 @@ namespace AutomationTool
/// <param name="CulturesToCook">List of culture names whose localized assets should be cooked, can be null (implying defaults should be used).</param>
/// <param name="TargetPlatform">Target platform.</param>
/// <param name="Parameters">List of additional parameters.</param>
public static void CookCommandlet(FileReference ProjectName, string UE4Exe = "UE5Editor-Cmd.exe", string[] Maps = null, string[] Dirs = null, string InternationalizationPreset = "", string[] CulturesToCook = null, string TargetPlatform = "Windows", string Parameters = "-Unversioned")
public static void CookCommandlet(FileReference ProjectName, string UE4Exe = "UnrealEditor-Cmd.exe", string[] Maps = null, string[] Dirs = null, string InternationalizationPreset = "", string[] CulturesToCook = null, string TargetPlatform = "Windows", string Parameters = "-Unversioned")
{
string CommandletArguments = "";
@@ -97,7 +97,7 @@ namespace AutomationTool
/// <param name="Maps">List of maps to cook, can be null in which case -MapIniSection=AllMaps is used.</param>
/// <param name="TargetPlatform">Target platform.</param>
/// <param name="Parameters">List of additional parameters.</param>
public static void DDCCommandlet(FileReference ProjectName, string UE4Exe = "UE5Editor-Cmd.exe", string[] Maps = null, string TargetPlatform = "Windows", string Parameters = "")
public static void DDCCommandlet(FileReference ProjectName, string UE4Exe = "UnrealEditor-Cmd.exe", string[] Maps = null, string TargetPlatform = "Windows", string Parameters = "")
{
string MapsToCook = "";
if (!IsNullOrEmpty(Maps))
@@ -115,7 +115,7 @@ namespace AutomationTool
/// <param name="UE4Exe">The name of the UE4 Editor executable to use.</param>
/// <param name="Maps">List of maps to rebuild light maps for. Can be null in which case -MapIniSection=AllMaps is used.</param>
/// <param name="Parameters">List of additional parameters.</param>
public static void RebuildLightMapsCommandlet(FileReference ProjectName, string UE4Exe = "UE5Editor-Cmd.exe", string[] Maps = null, string Parameters = "")
public static void RebuildLightMapsCommandlet(FileReference ProjectName, string UE4Exe = "UnrealEditor-Cmd.exe", string[] Maps = null, string Parameters = "")
{
string MapsToRebuildLighting = "";
if (!IsNullOrEmpty(Maps))
@@ -126,7 +126,7 @@ namespace AutomationTool
RunCommandlet(ProjectName, UE4Exe, "ResavePackages", String.Format("-buildtexturestreaming -buildlighting -MapsOnly -ProjectOnly -AllowCommandletRendering -SkipSkinVerify {0} {1}", MapsToRebuildLighting, Parameters));
}
public static void RebuildHLODCommandlet(FileReference ProjectName, string UE4Exe = "UE5Editor-Cmd.exe", string[] Maps = null, string Parameters = "")
public static void RebuildHLODCommandlet(FileReference ProjectName, string UE4Exe = "UnrealEditor-Cmd.exe", string[] Maps = null, string Parameters = "")
{
string MapsToRebuildHLODs = "";
if (!IsNullOrEmpty(Maps))
@@ -144,7 +144,7 @@ namespace AutomationTool
/// <param name="UE4Exe">The name of the UE4 Editor executable to use.</param>
/// <param name="Maps">List of maps to rebuild light maps for. Can be null in which case -MapIniSection=AllMaps is used.</param>
/// <param name="Parameters">List of additional parameters.</param>
public static void ResavePackagesCommandlet(FileReference ProjectName, string UE4Exe = "UE5Editor-Cmd.exe", string[] Maps = null, string Parameters = "")
public static void ResavePackagesCommandlet(FileReference ProjectName, string UE4Exe = "UnrealEditor-Cmd.exe", string[] Maps = null, string Parameters = "")
{
string MapsToRebuildLighting = "";
if (!IsNullOrEmpty(Maps))
@@ -163,7 +163,7 @@ namespace AutomationTool
/// <param name="Maps">List of maps to cook, can be null in which case -MapIniSection=AllMaps is used.</param>
/// <param name="TargetPlatform">Target platform.</param>
/// <param name="Parameters">List of additional parameters.</param>
public static List<FileReference> GenerateDistillFileSetsCommandlet(FileReference ProjectName, string ManifestFile, string UE4Exe = "UE5Editor-Cmd.exe", string[] Maps = null, string Parameters = "")
public static List<FileReference> GenerateDistillFileSetsCommandlet(FileReference ProjectName, string ManifestFile, string UE4Exe = "UnrealEditor-Cmd.exe", string[] Maps = null, string Parameters = "")
{
string MapsToCook = "";
if (!IsNullOrEmpty(Maps))
@@ -219,13 +219,13 @@ namespace AutomationTool
/// <param name="ProjectName">Project name.</param>
/// <param name="UE4Exe">The name of the UE4 Editor executable to use.</param>
/// <param name="Parameters">List of additional parameters.</param>
public static void UpdateGameProjectCommandlet(FileReference ProjectName, string UE4Exe = "UE5Editor-Cmd.exe", string Parameters = "")
public static void UpdateGameProjectCommandlet(FileReference ProjectName, string UE4Exe = "UnrealEditor-Cmd.exe", string Parameters = "")
{
RunCommandlet(ProjectName, UE4Exe, "UpdateGameProject", Parameters);
}
/// <summary>
/// Runs a commandlet using Engine/Binaries/Win64/UE5Editor-Cmd.exe.
/// Runs a commandlet using Engine/Binaries/Win64/UnrealEditor-Cmd.exe.
/// </summary>
/// <param name="ProjectFile">Project name.</param>
/// <param name="UE4Exe">The name of the UE4 Editor executable to use.</param>
@@ -238,7 +238,7 @@ namespace AutomationTool
}
/// <summary>
/// Runs a commandlet using Engine/Binaries/Win64/UE5Editor-Cmd.exe.
/// Runs a commandlet using Engine/Binaries/Win64/UnrealEditor-Cmd.exe.
/// </summary>
/// <param name="ProjectFile">Project name.</param>
/// <param name="UE4Exe">The name of the UE4 Editor executable to use.</param>
@@ -247,7 +247,7 @@ namespace AutomationTool
/// <param name="DestLogFile">Log file after completion</param>
public static void RunCommandlet(FileReference ProjectName, string UE4Exe, string Commandlet, string Parameters, out string DestLogFile)
{
LogInformation("Running UE5Editor {0} for project {1}", Commandlet, ProjectName);
LogInformation("Running UnrealEditor {0} for project {1}", Commandlet, ProjectName);
var CWD = Path.GetDirectoryName(UE4Exe);
@@ -433,15 +433,15 @@ namespace AutomationTool
{
if (HostPlatform == UnrealBuildTool.UnrealTargetPlatform.Mac)
{
return CommandUtils.CombinePaths(BuildRoot, "Engine/Binaries/Mac/UE5Editor.app/Contents/MacOS/UE5Editor");
return CommandUtils.CombinePaths(BuildRoot, "Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor");
}
if (HostPlatform == UnrealBuildTool.UnrealTargetPlatform.Win64)
{
return CommandUtils.CombinePaths(BuildRoot, "Engine/Binaries/Win64/UE5Editor-Cmd.exe");
return CommandUtils.CombinePaths(BuildRoot, "Engine/Binaries/Win64/UnrealEditor-Cmd.exe");
}
if (HostPlatform == UnrealBuildTool.UnrealTargetPlatform.Linux)
{
return CommandUtils.CombinePaths(BuildRoot, "Engine/Binaries/Linux/UE5Editor");
return CommandUtils.CombinePaths(BuildRoot, "Engine/Binaries/Linux/UnrealEditor");
}
throw new AutomationException("EditorCommandlet is not supported for platform {0}", HostPlatform);
}
@@ -839,7 +839,7 @@ namespace AutomationTool
this.RunAutomationTest = ParseParamValueIfNotSpecified(Command, RunAutomationTest, "RunAutomationTest");
this.RunAutomationTests = this.RunAutomationTest != "" || GetParamValueIfNotSpecified(Command, RunAutomationTests, this.RunAutomationTests, "RunAutomationTests");
this.SkipServer = GetParamValueIfNotSpecified(Command, SkipServer, this.SkipServer, "skipserver");
this.UE4Exe = ParseParamValueIfNotSpecified(Command, UE4Exe, "ue4exe", "UE5Editor-Cmd.exe");
this.UE4Exe = ParseParamValueIfNotSpecified(Command, UE4Exe, "ue4exe", "UnrealEditor-Cmd.exe");
this.Unattended = GetParamValueIfNotSpecified(Command, Unattended, this.Unattended, "unattended");
this.DeviceUsername = ParseParamValueIfNotSpecified(Command, DeviceUsername, "deviceuser", String.Empty);
this.DevicePassword = ParseParamValueIfNotSpecified(Command, DevicePassword, "devicepass", String.Empty);
@@ -1336,7 +1336,7 @@ namespace AutomationTool
[Help("stagingdirectory=Path", "Directory to copy the builds to, i.e. -stagingdirectory=C:\\Stage")]
public string StageDirectoryParam;
[Help("ue4exe=ExecutableName", "Name of the UE4 Editor executable, i.e. -ue4exe=UE5Editor.exe")]
[Help("ue4exe=ExecutableName", "Name of the UE4 Editor executable, i.e. -ue4exe=UnrealEditor.exe")]
public string UE4Exe;
/// <summary>
@@ -2052,7 +2052,7 @@ namespace AutomationTool
if (!bIsCodeBasedProject)
{
GameTarget = Client ? "UE4Client" : "UE4Game";
EditorTarget = "UE5Editor";
EditorTarget = "UnrealEditor";
ServerTarget = "UE4Server";
}
else if (TargetNames.Count > 0)
@@ -2222,7 +2222,7 @@ namespace AutomationTool
{
if (Properties.bWasGenerated)
{
EditorTarget = "UE5Editor";
EditorTarget = "UnrealEditor";
}
else
{
@@ -761,7 +761,7 @@ namespace AutomationTool
Type[] AllCompiledTypes = TargetsDLL.GetTypes();
foreach (Type TargetType in AllCompiledTypes)
{
// Find TargetRules but skip all "UE5Editor", "UE4Game" targets.
// Find TargetRules but skip all "UnrealEditor", "UE4Game" targets.
if (typeof(TargetRules).IsAssignableFrom(TargetType) && !TargetType.IsAbstract)
{
string TargetName = GetTargetName(TargetType);

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