- 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]
#rb Alexis.Matte,Uriel.Doyon
#ROBOMERGE-SOURCE: CL 12749752 via CL 12749754 via CL 12749799
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v678-12743200)
[CL 12749814 by jian ru in Main branch]
[FYI] Jian.Ru, Alexis.Matte,Uriel.Doyon
#ROBOMERGE-SOURCE: CL 12739054 via CL 12739055 via CL 12739056
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)
[CL 12739058 by stan hormell in Main branch]
#rb Alexis.Matte,Uriel.Doyon
#ROBOMERGE-SOURCE: CL 12737759 via CL 12737761 via CL 12737762
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)
[CL 12737767 by jian ru in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
Local device right now will never be an Arm64 device.
#jira UE-82296
#rb Arciel.Rekman
[FYI] Brandon.Schaefer
#ROBOMERGE-SOURCE: CL 9760892 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v545-9751379)
[CL 9760894 by michael sartain in Main branch]
Also rework logic for determining whether a project needs to be compiled, to more closely match equivalent code in UAT. ITargetPlatform::NeedsTempTarget() now allows querying whether a project needs a temporary target to be generated.
#rb none
#jira UE-79833
[CL 8623682 by Ben Marsh in Dev-Build branch]
- This feature allows different chunk layout on different platforms.
- Most mapping work is done in AssetRegistryGenerator.
- Terminology of ChunkID and Pakchunk Index are now separated and they are no longer the same if chunk id to pakchunk index mapping is defined. The ChunkIDs in FAssetData is not renamed to keep consistency, but it actually is pakchunk index. FAssetData.ChunkIDs is used for ChunkInstall.
- Chunks with encryption key guid or unique assetregistry name are not allowed to be mapped. There are code to filter out those chunks and log errors while initializing mapping
- CheckChunkAssetsAreNotInChild() and ResolveChunkDependencyGraph() is skipped when making build for XboxOne and PS4, since they are not needed. If for some reason, we need chunk dependency on console builds, we need to implement per-platform dependency graph, since now we support different chunk layout on different platforms.
- Disabled a few pak file overide rules for console builds, since they should only be applied to builds with Kairos chunk layout.
#test A preflight was kicked and tested on PS4 and XboxOne. No new issue was found.
#rb Daniel.Lamb
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: hongyi.yu
#ROBOMERGE-SOURCE: CL 5470414 via CL 5474050 via CL 5474308
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)
[CL 5505792 by hongyi yu in Dev-Build branch]
- This feature allows different chunk layout on different platforms.
- Most mapping work is done in AssetRegistryGenerator.
- Terminology of ChunkID and Pakchunk Index are now separated and they are no longer the same if chunk id to pakchunk index mapping is defined. The ChunkIDs in FAssetData is not renamed to keep consistency, but it actually is pakchunk index. FAssetData.ChunkIDs is used for ChunkInstall.
- Chunks with encryption key guid or unique assetregistry name are not allowed to be mapped. There are code to filter out those chunks and log errors while initializing mapping
- CheckChunkAssetsAreNotInChild() and ResolveChunkDependencyGraph() is skipped when making build for XboxOne and PS4, since they are not needed. If for some reason, we need chunk dependency on console builds, we need to implement per-platform dependency graph, since now we support different chunk layout on different platforms.
- Disabled a few pak file overide rules for console builds, since they should only be applied to builds with Kairos chunk layout.
#test A preflight was kicked and tested on PS4 and XboxOne. No new issue was found.
#rb Daniel.Lamb
#ROBOMERGE-SOURCE: CL 5470414 via CL 5474050
[CL 5474308 by hongyi yu in Main branch]