Commit Graph

201 Commits

Author SHA1 Message Date
axel riffard
73fdd4356c Allow ExecProcess() to be called as a Job Process #fyi danny.couture #rb jack.porter #jira UE-109833 #okforgithub public
#ROBOMERGE-SOURCE: CL 15622789 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)

[CL 15622803 by axel riffard in ue5-main branch]
2021-03-05 05:26:15 -04:00
dmitriy dyomin
1b97990bd1 Support compressed volume textures on iOS and Android (ASTC)
Removed bSupportsVolumeTextureCompression as all platforms support it now, only Switch fallbacks to uncompressed
#jira UE-108841
#rb jack.porter

#ROBOMERGE-SOURCE: CL 15566901 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15566914 by dmitriy dyomin in ue5-main branch]
2021-03-02 02:21:19 -04:00
Florin Pascu
77051879b6 DistanceField Shadow Mobile(disabled by default for the moment)
#rb Dmitriy.Dyomin,Zach.Bethel, Jack.Porter
#jira UE-103864

[CL 15471024 by Florin Pascu in ue5-main branch]
2021-02-19 07:49:57 -04:00
axel riffard
62b7631cca Libimobiledevice support for Network AppleTVs #jira UE-103878 #rb jack.porter #fyi josh.adams
[CL 15433115 by axel riffard in ue5-main branch]
2021-02-17 09:08:31 -04:00
chris babcock
d4d60b22f4 Fix unity issue
#jira UE-108413
#ue5
#ios
[REVIEW] [at]Allan.Bentham
#rb Allan.Bentham

#ROBOMERGE-SOURCE: CL 15389598 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15389636 by chris babcock in ue5-main branch]
2021-02-11 13:59:37 -04:00
chris babcock
3011fa9257 Add missing copyright
#jira UE-108398
#ue5
#ios
#rb trivial

#ROBOMERGE-SOURCE: CL 15389439 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15389452 by chris babcock in ue5-main branch]
2021-02-11 13:47:14 -04:00
aaron cox
81656650be Add option to override the path on the remote build Mac where iOS builds are performed.
#rb Axel.Riffard
#p4v-cherrypick 15375484

#ROBOMERGE-SOURCE: CL 15378087 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15378796 by aaron cox in ue5-main branch]
2021-02-10 15:21:03 -04:00
Andriy Tylychko
48fe13b448 fixed compilation errors, e.g. https://horde.devtools.epicgames.com/job/6023cd915cb1b3000161e61c?label=4 that happens also for Win64
#rb none
#fyi axel.riffard

[CL 15375646 by Andriy Tylychko in ue5-main branch]
2021-02-10 09:04:41 -04:00
axel riffard
22986fa008 Add MacOS support for libimobile interface in editor and turnkey
#jira UE-103878
#rb jack.porter
#fyi josh.adams

[CL 15375413 by axel riffard in ue5-main branch]
2021-02-10 07:28:32 -04:00
dmitriy dyomin
63f764f157 Removed PVRTC support, iOS apps will be packaged using ASTC compression (requires A8, iPhone6)
#rb jack.porter

#ROBOMERGE-SOURCE: CL 15374851 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15374853 by dmitriy dyomin in ue5-main branch]
2021-02-10 04:07:30 -04:00
Josh Adams
bc93cbd6a7 - Fixed crash with networked ios devices during discovery
#fyi axel.riffard,Andriy.Tylychko
#rb none

[CL 15282735 by Josh Adams in ue5-main branch]
2021-02-02 15:02:15 -04:00
Josh Adams
dbdede82f3 - C# Turnkey now uses ID, not Name, for proper connection to editor turnkey calls
- 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]
2021-02-01 22:36:31 -04:00
Josh Adams
e23157fc94 - Removing unused ITargetDevice functionality (like Deploy and Run in C++). These are are supported in some platforms but not all, and are only used by undocumented UFE "commands". UAT is expected to handle all of this.
#rb brandon.schaefer

[CL 15178023 by Josh Adams in ue5-main branch]
2021-01-25 11:21:44 -04:00
Jack Porter
c302bcb394 Fixed issue preventing launch on iOS from Windows due to the latest versions of the standalone iTunes installer not setting registry keys we relied upon.
#jira UE-103259
#rb Axel.RIffard

[CL 15143607 by Jack Porter in ue5-main branch]
2021-01-20 05:02:40 -04:00
Jack Porter
9aacfb79c5 Change Android and iOS logging tags from [UE4] to [UE]
Change default logfile names from UE4 to Unreal
#rb trivial
#fyi Chris.Babcock

[CL 14974968 by Jack Porter in ue5-main branch]
2021-01-04 09:37:25 -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
864346d522 - Using new multiple-platform Config system to let MeshLOD and Texture cooking system to get ini settings as needed, instead of having each TargetPlatform LoadLocalIni (which was a cause of some bugs)
- Removed other uses of LoadLocalIni from TargetPlatforms (eventually LoadLocalIni and LoadGlobalIni will hopefully be hidden away with better APIs in FConfigCacheIni)
#rb james.doverspike

[CL 14490797 by Josh Adams in ue5-main branch]
2020-10-14 09:45:12 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00
Josh Adams
da0c420beb - Refactored more Turnkey stuff into TurnkeySupportModule (moved stuff out of DDPI, etc)
- Also fixed a crash or two
#jira UE-100139

[CL 14430260 by Josh Adams in ue5-main branch]
2020-10-06 11:46:54 -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
Ben Marsh
03675533ea Rename UE4Game -> UnrealGame, UE4Client -> UnrealClient, UE4Server -> UnrealServer.
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.

Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.

Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects

#rb none

[CL 14301890 by Ben Marsh in ue5-main branch]
2020-09-11 15:54:42 -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
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00