- Don't use an agent for compiling and another agent for testing
- Reduces agent usage and reduces temp storage usage. each build is ~80GB
#rnx
#jira none
#rb none
#preflight none
[CL 19847995 by Ryan Hummer in ue5-main branch]
- Calculate the total shaders in the DefaultMaterials as a good metric. This impacts editor startup time and is the default materials are the worst case scenario for usage flags.
- Only gather analytics if passed in on the commandline.
- Fix a copy by value on a large array.
- Const-ify some args.
- Add the ability to pass -analytics through the automated test.
# Analytics
We report the following analytics:
* ProjectName
* BuildVersion
* Platform
* ShaderPlatform
* TotalShaders
* TotalMaterials
* TotalMaterialInstances
* TotalGlobalShaders
* TotalDefaultMaterialShaders
#rb trivial
#jira none
#preflight 622b8b3946679d56c31a4541
[CL 19358061 by Jason Nadro in ue5-main branch]
# Changes
- Add a new test called ShaderTypeRegressionTest
- For each project:
1. Build the editor
2. Run the commandlet
# How do I run it?
RunUAT BuildGraph -Script=Engine/Build/ShaderTypeRegressionTest.xml -Target="Shader Type Regression" -append:Projects="EngineTest" -append:Projects="CitySample" -append:Projects="Lyra" -append:Projects="MedievalGame[UnrealEditor]"
# Where can I find the output?
The results of the automated test are placed here:
Engine\Programs\AutomationTool\Saved\...
#rb Ryan.Hummer
#jira none
#preflight
[CL 19312520 by Jason Nadro in ue5-main branch]