Ensure project name is correctly captured by crash context, set AppIdOverride, set ProjectID.
Corresponding standalone build automation changes.
#jira UE-225821
#rb jason.walter, jeremie.roy, wes.hunt
#rnx
[CL 37286992 by zach brockway in 5.5 branch]
Add LiveLinkHub to the InstalledEngineBuild list of projects to build the DDC for
#jira UE-225662
#rb Ryan.Hummer, zach.brockway
[CL 37189365 by jeremie roy in 5.5 branch]
This could lead to a crash following execution of a commandlet due to the dynamic RHI not being properly torn down.
#jira UE-225200
#rb jeremie.roy
#rnx
[CL 36753233 by zach brockway in 5.5 branch]
- Enable ACLPlugin to avoid warning
- Disable Ooodle texture compression (Would generate a warning because oodle plugin wasn't enabled)
- Fix warning generated by calling ScanPathsSynchronous on a path that wasn't mounted. LiveLinkHub's AppData path is now mounted if we're in a launcher build
#rb zach.brockway
#jira UE-220712
[CL 35599414 by jeremie roy in ue5-main branch]
This is necessary to support planned future development that requires a proper RHI. It also obviates the need for some previous workarounds related to operating as a commandlet.
Also contains some fixes related to running Python automation.
#jira UE-220386, UE-220387
#rb jeremie.roy
[CL 35258961 by zach brockway in ue5-main branch]
We now also avoid overriding OptedInModulePlatforms unless we're actively staging, since it triggers spurious rebuilds when interleaved with UnrealEditor builds.
#rb jeremie.roy
[CL 34936463 by zach brockway in ue5-main branch]
This work is necessary because LiveLink Hub is now an Editor target, so distinguishing between modules that should be part of the LiveLink Hub and modules that should be part of the UE isn't possible from a uplugin file. And that separation should be done on a plugin level.
#rb brent.bannister, alek.beserminji
[CL 34927233 by igor stefanovic in ue5-main branch]
Adds support for building a version of LiveLink Hub configured as TargetType.Editor, and support for staging it with a custom subclass of MakeCookedEditor.
By sharing a build environment with the UnrealEditor target, we will be able to create a standalone distribution of LiveLink Hub that is ABI-compatible with plugins built and packaged from the standard UE distribution. This achieves our goal of supporting dynamically loaded third-party vendor plugins.
This also reduces build and iteration times by sharing modules with UE, and once it replaces the monolithic program target, will reduce the size of the LiveLinkHub executable in the UE distribution from ~237 MB to ~1 MB.
Example staging invocation: `RunUAT MakeLiveLinkHubEditor -project=Engine\Source\Programs\LiveLinkHubEditor\LiveLinkHubEditor.uproject -build -skipcook -stage [-nodebuginfo]`.
(This CL additionally introduces support for staging the existing program target with `RunUAT BuildCookRun -project=Engine\Programs\LiveLinkHub\LiveLinkHub.uproject -build -skipcook -stage [-nodebuginfo]`; however, it requires one additional change to further restrict `OptedInModulePlatforms` in LiveLinkHub.Target.cs, currently commented out due to uncertain impact to existing build automation.)
#jira UE-214748
#rb jason.walter, jeremie.roy
[CL 34680043 by zach brockway in ue5-main branch]