* Fixing code so the first server is used
* removing a server as it appears to be not reliable anymore
#rnx
#jira UE-222611
#rb none
[CL 35798006 by ryan hummer in ue5-main branch]
The issue needing the restriction no longer exists, each target has a unique .app folder with modern xcode tooling
#rnx
#rb none
[CL 35519183 by ryan hummer in ue5-main branch]
When launching a process via UAT, you can control whether it logs its output, or whether it is just put into the output. This flag used to be respected for both stdout and stderr output, but it got lost during a merge and subsequent integration for stderr. This CL reinstates it in this codepath: Not doing this is super annoying because the stderr and stdout can otherwise overlap in really annoying ways (stderr can just come in from a background thread and interfere with whatever you write into stdout).
#nojira
#rnx
[CL 35223950 by sebastian schoner in ue5-main branch]
Original CL Desc
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[Backout] - CL34741902
[FYI] brendan.lienau
Original CL Desc
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[Gauntet] Modify Gauntlet Device reservations to allow for an explicit device within an UnrealTargetConstraint
#jira UE-213331
#rb Josh.Engebretson
[CL 34868074 by brendan lienau in ue5-main branch]
[FYI] brendan.lienau
Original CL Desc
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[Gauntet] Modify Gauntlet Device reservations to allow for an explicit device within an UnrealTargetConstraint
#jira UE-213331
#rb Josh.Engebretson
[CL 34821133 by bob tellez in ue5-main branch]
#rb Per.Larsson
#jira UE-218584
#rnx
- This is only intended for development and testing IoStoreOnDemand as it allows us to apply it to a project without changing the project files on disk. This should not be used to enable the feature on a project in production.
### Enabling the code module
- When forcing on IoStoreOnDemand, BuildCookRun will pass '-CompileIoStoreOnDemand' to UnrealBuildTool which will set 'bCompileIoStoreOnDemand' to true in the target rules. This in turn will add the 'IoStoreOnDemand' module to the Engine module but only for runtime targets.
- None of this should be used when enabling the feature for a project permanentl, instead just add 'IoStoreOnDemand' module to your project's *.build.cs
### Staging SSL certificates
- IoStoreOnDemand needs access to the engine/project#s SSL certificates at runtime so we need to stage them, which is done by forcing 'bStageSSLCertificates' to be true during BuildCookRun.
- To do this properly for a project set ini:Engine:[/Script/Engine.NetworkSettings]:n.VerifyPeer=true
### Generate Chunks
- In order for IoStoreOnDemand to work we need to generate chunks (more than one container file) which can be done by forcing ProjectParams.Manifests to true.
- To do this properly for a project set ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:bGenerateChunks=true
### Pak Rules
- Once chunked builds are enabled IoStoreOnDemand will require at least one PakRule that sets 'bOnDemand' to true. So first we check to see if any rules like this for the existing project and if not we force add one via CreateIoStoreOnDemandPakRules. This rule will include all *.ubulk and *.uptnl files except ones found under a \map\ directory. This is because some level bulkdata files can get too large for IoStoreOnDemand to support so excluding anything under a map directory is a quick and easy way to try and work around that. The end result is that other than map data, pretty much all bulkdata will end up on demand, which is a good stress test for the system but not a great representation on how the system should be used.
- If you are trying to set up rules properly you'd need to consider what data you actually want to stream over the network and what data you want to remain on disk, which would greatly depend on your project set up. One popular choice is to only stream optional (.uptnl) bulkdata and leave the required bulkdata to be found on disk.
### Enabling Persistent Local Storage
- IoStoreOnDemand requires persistent local storage to be set aside for it's caching which may or may not require special set up for a project depending on the target platform. If we detect that the current project has not been set up for persistent local storage we will attempt to enable it for the project during staging.
- To set this up properly you will need to consult the documentation for your target platform and follow the instructions.
[CL 34702097 by paul chipchase in ue5-main branch]
Key changes:
- Removed the use of cookedfiles.manifest
- Changed IoStore mode of UnrealPak to be capable of getting zenserver launch data from either a package store manifest (cbobject, metadata) OR a project store marker file (json)
- Ensured that the UAT and IoStore mode of UnrealPak can launch zenserver reliably by passing along the SponsorProcessId when launching zenserver
- Ensured that shader archives (and their accompanying json metadata files) can be read either as loose files on disk or directly from zenserver if it the data for them is internal to zenserver (ie: they have a valid chunk id)
Remaining work:
- Pak mode of UnrealPak must be able to launch zenserver and pull data from it.
#rb PJ.Kack
[CL 34565129 by zousar shaker in ue5-main branch]