Move enum from AutomationUtils.Automation to BuildUtilities
#jira none
#trivial
#preflight 60ca8a3d78c3b00001f86b24
[CL 16701095 by jonathan adamczewski in ue5-main branch]
UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath
Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal
#jira none
[CL 16648181 by jonathan adamczewski in ue5-main branch]
Remove IsRunningOnMono
For remaining references, IsRunningOnMono -> !IsRunningOnWindows
#jira none
#trivial
[CL 16175552 by jonathan adamczewski in ue5-main branch]
- Added ability to have input list options be headers (prefix with ;)
#rb nuno.leiria
#ROBOMERGE-SOURCE: CL 15472185 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15472224 by josh adams in ue5-main branch]
- Enhanced Turnkey error reporting to the editor (TurnkeyContext now has Log and ReportError)
- Improved the SDK display in the editor
- Various bug fixes
- Renamed GetAutoSDKDirectoryForMasterVersion() to GetAutoSDKDirectoryForMainVersion()
#rb brian.white
#ROBOMERGE-SOURCE: CL 15357339 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15360341 by josh adams in ue5-main branch]
- Updated versioning to pass to SetupAndroid scripts instead of the script hardcoding it
- Added idea of code-based "FileSource" objects that can be used to install an SDK without needing to copy an installer, it's all in the SDKInstall command
- Prereqs are not working yet for Mac/Linux (logic will need to be ported on those platforms to get it right)
#rb chris.babcock
[CL 15298669 by Josh Adams in ue5-main branch]
- Changed RunLocal* functions in UnrealBuildTools.Utils to use UTF-8 stdout
- IOS device detection (TVOS needs some testing still)
#rb jack.porter,axel.riffard
[CL 15277910 by Josh Adams in ue5-main branch]
- Removed PostSplashScreen plugin that was only whitelisted for XboxOne (if we just remove the whitelist, it would build for all platforms, which we don't want)
#rb Marc.Audy (concept, not each file)
#fyi david.harvey
[CL 15265407 by Josh Adams in ue5-main branch]
- Retooled some turnkey device management (DeviceInfo now knows its platform, so we don't need to associate a platform externally)
- Changed Control command to use Gauntlet devices to do the PowerOn etc type stuff since there is already support for device control in Gauntlet. Now Turnkey is more of an interactive/scriptable frontend to Gauntlet
- Allow for a platform to do a manual Sdk installation, which doesn't depend on finding a Turnkey file source
- Allow for a platform SDK to return custom versions. This is solely used by platform-specific code
#rb brandon.schaefer
[CL 15201829 by Josh Adams in ue5-main branch]
- Some Turnkey utilities cleanup/refactor for getting platforms/devices from commandline, and generic method for getting options from commandline or user
- Allow multiple Turnkey executions on a single RunUAT commandline (RunUAT Turnkey -command=Control -operation=Reboot Turnkey -command=Control -operation=Disconnect)
#rb sebastian.nordgren
[CL 15144469 by Josh Adams in ue5-main branch]
- Removed ModifyCreateProcParams., it wasn't useful enough
- Split up ExtraProjectBuilds into EngineCustomBuilds and ProjectCustomBuilds, so that engine/Epic specified custom builds don't dirty up the project packaging settings, and the ini system won't cause future additional builds to be lost
- Fixed up a couple of tooltips to indicate compression settings are used for Pak and IoStore
#rb brian.white
[CL 15135998 by Josh Adams in ue5-main branch]
- Improvements for ExecuteBuild - mostly around project selection, where it will give you options, cache last used project, etc
- Added search/replace modifier to the {....} syntax in the build spec (useful mainly for inivalue basically)
- Editor now just runs -command=ExecuteBuild -build=XYZ instead of parsing the XYZ build params and running UAT directly
- Deleted old #if 0'd code. Can go back in p4 history to find it later.
- Setup VisualStyles in Turnkey so that the project selector looks good on HiDPI
#rb self/turnkey
[CL 15014143 by Josh Adams in ue5-main branch]