[FYI] PJ.Kack
Original CL Desc
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UnrealPak: When the existing optional .uproject argument is provided first on the commandline, then let UnrealPak use that to set its project directory and override the monolithic engine program directory (Engine/Programs/UnrealPak).
This will make UnrealPak read from and use the project-specific ini files.
This will make UnrealPak write to and use the project-specific Saved directory, e.g. to save the UnrealPak.log file.
In the BuildCookRun/CopyBuildToStagingDirectory scripts always invoke UnrealPak with the .uproject file argument.
Motivation: When UnrealPak is run with -compressionEnableDDC it needs to use the project's ddc configuration instead of the engine's ddc configuration.
Note: When UnrealPak is invoked without the project argument it will still use the default program directory, and there is no change in behavior when e.g. manually executing inspection commands like list, extract and describe.
Note: All important packaging options are already passed on command line from BuildCookRun/CopyBuildToStagingDirectory, so from that perspective the change should be low risk, but in the future there is a possibility to reduce the number of command line options and rely on the project configuration instead.
#rb per.larsson
#tests identical binary output
[CL 34107564 by graeme thornton in ue5-main branch]
The optimization is enabled by default but can be disabled through project config:
[/Script/AutomationController.AutomationControllerSettings]
bPruneLogsOnSuccess=false
Sorting tests by failure type in json output is now disabled by default and can be enabled using this config:
bSortTestsByFailure=true
It resides in the same AutomationControllerSettings section.
#jira UE-215907
#rb sebastian.lewicki
[CL 34092189 by jerome delattre in ue5-main branch]
This will make UnrealPak read from and use the project-specific ini files.
This will make UnrealPak write to and use the project-specific Saved directory, e.g. to save the UnrealPak.log file.
In the BuildCookRun/CopyBuildToStagingDirectory scripts always invoke UnrealPak with the .uproject file argument.
Motivation: When UnrealPak is run with -compressionEnableDDC it needs to use the project's ddc configuration instead of the engine's ddc configuration.
Note: When UnrealPak is invoked without the project argument it will still use the default program directory, and there is no change in behavior when e.g. manually executing inspection commands like list, extract and describe.
Note: All important packaging options are already passed on command line from BuildCookRun/CopyBuildToStagingDirectory, so from that perspective the change should be low risk, but in the future there is a possibility to reduce the number of command line options and rely on the project configuration instead.
#rb per.larsson
#tests identical binary output
[CL 34089539 by pj kack in ue5-main branch]
Also deleted license file I submitted earlier as this was already submitted under a different name but identical content
[CL 34028151 by joakim lindqvist in ue5-main branch]
- Caused by trying to use a single HttpAuthMessageHandlerState for DI container, even though multiple clients can now be created.
- A message handler is now owned by each Horde client instance, which has an appropriately configured HTTP message handler for that server.
[CL 33940225 by ben marsh in ue5-main branch]
This log file may contain more verbose logging than the one generated by RunAndLog() based on stdout/stderr.
Route all calls to UnrealPak through the same RunUnrealPak function.
#rb dan.engelbrecht
#rnx
[CL 33920501 by pj kack in ue5-main branch]