Commit Graph

194 Commits

Author SHA1 Message Date
David Harvey
fab3fde1fd In-Editor UI for Turnkey.
#jira UE-118572
#rb Josh.Adams, Nuno.Leiria
#rnx

[CL 16754815 by David Harvey in ue5-main branch]
2021-06-23 05:38:48 -04:00
CarlMagnus Nordin
efc2150a8f Fixed "use iostore" and "make binary config" settings not being saved to the launcher profile
#rb per.larsson

[CL 16725511 by CarlMagnus Nordin in ue5-main branch]
2021-06-21 04:49:24 -04:00
Zousar Shaker
cf116088ae Integrating //UE5/Dev-Cooker @ 16678003 to //UE5/Main (Zousar.Shaker-YEG-0943-Quaternary)
Non-DevIteration_ShooterGame

[CL 16678907 by Zousar Shaker in ue5-main branch]
2021-06-15 16:36:57 -04:00
Jamie Dale
64f3d21132 Pass the culture list override from the project launcher for cook-by-the-book cooks
This override is only used if the list isn't empty, otherwise the project default is used. Cook-on-the-fly isn't impacted by this change, as it cooks assets on-demand so doesn't need to pre-cook a certain list of cultures.

#rb Patrick.Laflamme

[CL 16407969 by Jamie Dale in ue5-main branch]
2021-05-20 15:23:39 -04:00
David Harvey
6bcaa3d57b fix uninitialized variable that was causing Project Launcher to display turnkey GUI when launching Windows builds.
#rb trivial
#jira none
#rnx
#fyi josh.adams

[CL 16328079 by David Harvey in ue5-main branch]
2021-05-14 07:12:26 -04:00
jeff newquist
5ea7789d60 Rename UE4CommandLine.txt to UECommandLine.txt and deal with all the related changes
#rb TBD
#jira UE-113713

[CL 16093056 by jeff newquist in ue5-main branch]
2021-04-22 10:29:26 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
brandon schaefer
481495bb30 Another dotnet hang fix. Passing ReadPipe into CreateProcess fixes for now but not 100% correct fix
#jira UE-108881
#rb none
[FYI] Michael.Sartain

#ROBOMERGE-SOURCE: CL 15471649 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15471663 by brandon schaefer in ue5-main branch]
2021-02-19 10:43:48 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Phillip Kavan
11c00323ea Remove exposed parts of the Blueprint nativization feature (deprecated), and decouple it from the editor/cooking phase.
#jira UE-103261
#rb Michael.Noland

[CL 14882147 by Phillip Kavan in ue5-main branch]
2020-12-08 16:28:03 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Josh Adams
38cc433287 - Hardened up the async SDK querying in the Launch On menu
#jira UE-98172
#robomerge release-5.0-m2

[CL 14275973 by Josh Adams in ue5-main branch]
2020-09-08 20:07:06 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
Josh Adams
d7a9c8edeb - Turnkey from Editor support (install Sdk, flash devices as needed, storing Sdk info in DDPI for display in Launch On menu, etc)
- There is a second Launch dropdown button for now, the original is still there for now (quick launch of previous device will not do Turnkey at this time)
- Various platform turnkey support updates

[CL 13653953 by Josh Adams in ue5-main branch]
2020-06-09 16:36:54 -04:00
Josh Adams
d04b198d32 - Removed Win32 from being referenced in:
- BuildScripts so builders won't compile it
  - UBT platform registration and from being registered in UBT (so it won't show up in VS)
  - PlatformInfo (so it can't triggered from Package/Launch On)
#rb ben.marsh

[CL 13546702 by Josh Adams in ue5-main branch]
2020-05-26 12:07:45 -04:00
josh adams
409f4becce - 32bit windows project setting now should work in all modes
#rb none
#jira UE-92383,UE-92379

#ROBOMERGE-SOURCE: CL 13007378 in //UE4/Release-4.25/... via CL 13007382 via CL 13007391
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 13007401 by josh adams in Main branch]
2020-04-23 11:18:30 -04:00
josh adams
31d7a43cc3 - Fix CIS error
#jira UE-92369
#rb none

#ROBOMERGE-SOURCE: CL 13005944 in //UE4/Release-4.25/... via CL 13005949 via CL 13005973
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 13005992 by josh adams in Main branch]
2020-04-23 09:33:39 -04:00
josh adams
7f5b8df769 - Fixed ProjectLauncher/UnrealFrontend/LaunchOn to respect the Target32Bit windows project setting
#jira UE-92363
#rb none

#ROBOMERGE-SOURCE: CL 12986697 in //UE4/Release-4.25/... via CL 12986699 via CL 12986703
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12986835 by josh adams in Main branch]
2020-04-22 22:46:38 -04:00
martin ridgers
99bc384b9c Fixed Mac linker error
#_rb
#jira
#rnx

#ROBOMERGE-SOURCE: CL 12847362 in //UE4/Release-4.25/... via CL 12847372 via CL 12847418
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12847435 by martin ridgers in Main branch]
2020-04-16 03:34:22 -04:00
martin ridgers
6a4cfb9960 Fixed CIS compile and link errors
#jira none
#rb arciel.rekman
#lockdown stefan.boberg
[FYI] ben.marsh,sebastien.hillaire

#ROBOMERGE-SOURCE: CL 12803472 in //UE4/Release-4.25/... via CL 12803521 via CL 12803570
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12803645 by martin ridgers in Main branch]
2020-04-15 10:49:03 -04:00
ben marsh
912103b964 Fix "launch on" not building targets automatically in the installed build. There is now a setting for whether to build a target in the project launcher, which defaults to "auto". This setting uses the same logic as packaging and the default "launch" functionality to determine whether a precompiled binary is available.
#rb none
#jira UE-90936

#ROBOMERGE-SOURCE: CL 12732479 in //UE4/Release-4.25/... via CL 12732488 via CL 12781806
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12782615 by ben marsh in Main branch]
2020-04-14 13:42:18 -04:00
josh adams
8564e1b315 - Changes to various modules, plugins, programs, websites, thirdparty code, etc that had NotForLicensees folders within them, to move to Restricted
- Moved the AndroidDeviceProfileSelector secret guid to a NoRedist .ini setting
[CODEREVIEW] alistair.white,chris.babcock,jack.porter
#rb ben.marsh, advisor

#ROBOMERGE-SOURCE: CL 12706094 via CL 12709228 via CL 12709456
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12709555 by josh adams in Main branch]
2020-04-09 19:58:35 -04:00
ben marsh
6025062ac9 Remove code which specifies -NoCompile when building UAT. This is determined automatically now.
#rb none
#jira UE-89756

#ROBOMERGE-SOURCE: CL 12486154 in //UE4/Release-4.25/... via CL 12486158 via CL 12486161
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)

[CL 12487495 by ben marsh in Main branch]
2020-03-30 12:10:50 -04:00