Commit Graph

142 Commits

Author SHA1 Message Date
danny couture
8f88f4a055 Add some useful Insights trace
#rb Francis.Hurteau

[CL 14487717 by danny couture in ue5-main branch]
2020-10-13 21:04:47 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -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
ben marsh
6e9ae6e6fe Fix needing to manually enable building when launching projects from installed engine builds. Rather than relying solely on the engine promoted flag to determine whether a target should be built, we now check for the presence of a matching target receipt with the correct version information. If it's present, we don't trigger the build.
#rb none
#jira UE-89722, UE-90936

#ROBOMERGE-SOURCE: CL 12492552 in //UE4/Release-4.25/... via CL 12492554 via CL 12492556
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)

[CL 12492558 by ben marsh in Main branch]
2020-03-30 21:37:35 -04:00
Arciel Rekman
337e706273 Optimize shader compilation through XGE (bringing CL 11084076)
- Avoid directory scanning for .ini files by restoring already initialized config cache state on the workers
  - Avoid directory scanning for modules by restoring already initialized modulemanager state on the workers
  - Avoid directory scanning for external profilers DLLs by disabling the option in the build config
  - 20s -> 319ms of FEngineLoop::PreInit which was caused by directory scan through XGE remote filesystem
  - 5% -> 96% efficiency when computing the effective work against process total time for remotely built shaders
  - 5m36 ->1m26s to run "recompileshaders all" console command including waiting on async built shaders

#rb Danny.Couture (authored), Luke.Thatcher, Steve.Robb, Josh.Adams
[FYI] Bob.Tellez, Danny.Couture


#ROBOMERGE-OWNER: Arciel.Rekman
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 11106212 via CL 11106216
#ROBOMERGE-BOT: (v640-11091645)

[CL 11106241 by Arciel Rekman in Main branch]
2020-01-24 12:16:02 -05:00
michael noland
2d6847d01a Core: Fixes for various unsafe implicit type conversion warnings in the Core module (WIP; some files still suppress the warning)
- Ptrdiff -> int32
- Float/int confusion and double/float
- size_t stuff; various changes to the algorithms to use a deduced IndexType template argument and/or decltype to use the appropriate size for indicies and counts
- Fixed GetNum(FString) incorrectly returning SIZE_T instead of int32, and GetNum(container) now returns whatever container.Num() does (so usually int32)
#jira UE-86949
#rb marc.audy, steve.robb


#ROBOMERGE-OWNER: michael.noland
#ROBOMERGE-AUTHOR: michael.noland
#ROBOMERGE-SOURCE: CL 11050799 via CL 11050828 via CL 11050837
#ROBOMERGE-BOT: (v637-11041722)

[CL 11051763 by michael noland in Main branch]
2020-01-17 13:49:41 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
graeme thornton
4f9900cc76 Move module manager extra search path configuration out of FModuleManager::Get() and into a seperate function which is called from the launch engine loop AFTER platform files are created. Ensures that editor builds that use pak files have the paks mounted before we start scanning for data driven platform ini files
josh.adams, luke.thatcher, jeff.newquist
#rb none

#ROBOMERGE-OWNER: graeme.thornton
#ROBOMERGE-AUTHOR: graeme.thornton
#ROBOMERGE-SOURCE: CL 10380309 via CL 10380320
#ROBOMERGE-BOT: (v594-10333955)

[CL 10382192 by graeme thornton in Main branch]
2019-11-22 18:07:57 -05:00
marc audy
dbcf07a558 Use new inline versions of substring functions
Fix up nearby cases where ESearchCase::CaseSensitive should have been used
#jira
#rnx
#rb

#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 10309793 via CL 10309818
#ROBOMERGE-BOT: (v593-10286020)

[CL 10309932 by marc audy in Main branch]
2019-11-19 13:27:07 -05:00
JeanMichel Dignard
d4f0f4d3f2 Copying //UE4/Dev-Enterprise @ cl 9420543 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 9420574 by JeanMichel Dignard in Main branch]
2019-10-04 13:11:45 -04:00
Stefan Boberg
1f813eb516 Copying //UE4/Dev-Core to Main (//UE4/Main)
#rb many

[CL 9405827 by Stefan Boberg in Main branch]
2019-10-03 16:26:48 -04:00
Josh Markiewicz
d79515867d Copying //UE4/Dev-Online to Dev-Main (//UE4/Dev-Main)
- Up to CL8320930 from DevOnline and 8311605 Merge Down from Main
- skipped some Fortnite content/plugins/code where it tried to reintegrate files that had been moved pending investigation
#rb none

[CL 8321295 by Josh Markiewicz in Main branch]
2019-08-26 18:35:22 -04:00
Ben Marsh
beb4519169 Rename EBuildConfigurations::Type to EBuildConfiguration.
#rb none

[CL 7937697 by Ben Marsh in Dev-Build branch]
2019-08-09 17:35:36 -04:00
jamie dale
f322c99de8 Updated MU engine versioning to use the current build version
We've seen the compiled-in engine versions get out-of-sync when dealing with pre-built binaries vs binaries built locally by a programmer, so we've changed the validation to use the current engine version, and to override the changelist with the Build.version data (if available). The changelist in the Build.version data will always be the latest CL# synced in UGS, regardless of whether you're using a pre-built or locally compiled editor.

This change makes the older BaseRevision setting redundant, but we've kept it around for now (set to zero) so that we can hopefully change it to store the real content base revision in the future (in a way that works for projects not using UGS, eg) using pre-built editors from the public launcher).

Since the base revision is now always zero, it's been removed from the UI, and the UI has been updated to show you the engine version of a session instead.

#jira UE-77465
#rb Francis.Hurteau
#rnx

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 7429459 in //UE4/Release-4.23/... via CL 7429461
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v372-7473910)

[CL 7488884 by jamie dale in Dev-Build branch]
2019-07-22 20:47:14 -04:00
jamie dale
469410d055 Updated MU engine versioning to use the current build version
We've seen the compiled-in engine versions get out-of-sync when dealing with pre-built binaries vs binaries built locally by a programmer, so we've changed the validation to use the current engine version, and to override the changelist with the Build.version data (if available). The changelist in the Build.version data will always be the latest CL# synced in UGS, regardless of whether you're using a pre-built or locally compiled editor.

This change makes the older BaseRevision setting redundant, but we've kept it around for now (set to zero) so that we can hopefully change it to store the real content base revision in the future (in a way that works for projects not using UGS, eg) using pre-built editors from the public launcher).

Since the base revision is now always zero, it's been removed from the UI, and the UI has been updated to show you the engine version of a session instead.

#jira UE-77465
#rb Francis.Hurteau
#rnx

#ROBOMERGE-SOURCE: CL 7429459 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v371-7306989)

[CL 7429461 by jamie dale in Main branch]
2019-07-17 15:38:26 -04:00
stefan boberg
285a908f86 Copying //UE4/Dev-Core to Dev-Main (//UE4/Dev-Main)
#rb none

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: stefan.boberg
#ROBOMERGE-SOURCE: CL 6815521 in //UE4/Main/...
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v365-6733468)

[CL 6821265 by stefan boberg in Dev-Build branch]
2019-06-03 19:09:16 -04:00
Stefan Boberg
8607ecb30d Copying //UE4/Dev-Core to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 6815521 by Stefan Boberg in Main branch]
2019-06-03 15:32:00 -04:00
Ben Marsh
d0b7d67576 Rely on the module manifest telling us the path to the latest version of a module, rather than guessing from timestamps of files in the same directory.
#rb none

[CL 6631783 by Ben Marsh in Dev-Build branch]
2019-05-24 12:45:04 -04:00
Ben Marsh
30e4bcde00 Remove unused function for enumerating hot reload DLLs.
#rb none
#rnx

[CL 6631526 by Ben Marsh in Dev-Build branch]
2019-05-24 11:56:50 -04:00
Ben Marsh
0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00
Josh Adams
1e4b186150 - Big update to platforms: PlatformExtensions
- This allows for Confidential platforms to exist outside of the engine, and insert themselves in as needed
- Directory structure is, where .... mirrors the directory structure for Engine and projects
     - /Platforms/XXX/....
- Moving to more data driven approach for ShaderPlatforms and PlatformInfo, where they can be read from DataDrivenPlatformInfo.ini files that live in the platform config folders
- Removed platform mentions from UBT, by way of changing some enums to partial classes with static members (see UnrealTargetPlatform)
- Various other UBT/UAT modifications to allow for looking in other locations for files
- THIS IS NOT A COMPLETE AND FINAL SOLUTION. WE WILL CONTINUE WORK IN DEV-BUILD BEFORE ITS READY FOR PRIMETIME
#rb ben.marsh

[CL 6271418 by Josh Adams in Dev-Build branch]
2019-05-03 08:03:23 -04:00
Ben Marsh
07e535411b Merging //UE4/Dev-Main to Dev-Build (//UE4/Dev-Build)
#rb none
#rnx

[CL 5435186 by Ben Marsh in Dev-Build branch]
2019-03-18 16:38:36 -04:00
ben marsh
4b0b806b71 Fix issues related to hot-reload and LiveCoding co-existing.
* Removed code to invalidate makefiles when adding new source files. UBT should be reliable enough to make this determination itself nowadays, and ignored -invalidatemakefilesonly argument was causing modules to be recompiled.
* Fixed incorrect config section name when determining whether to allow hot reload from IDE. Now prevents hot reload from IDE when live coding is enabled.
* Added error message when trying to add a new class with Live Coding enabled.
* Added error messages when trying to start Live Coding after a hot reload has taken place.
* Added error messages when trying to hot reload with Live Coding enabled.

#jira UE-71253
#rb none

#ROBOMERGE-SOURCE: CL 5403464 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5403485 by ben marsh in Main branch]
2019-03-14 17:52:18 -04:00
josh adams
b3cc809913 - Merging Dev-Kairos/Engine/... to Main/Engine/...
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024 via CL 5226277
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)

[CL 5243833 by josh adams in Dev-Build branch]
2019-02-28 17:02:41 -05:00