#preflight 63fe91f8ae54ee4ce9e7a51a
** Had to do a new CL because of the move rules preventing me from submitting the previous CL**
So that the new Gauntlet RPC tools do not go out to licensees prematurely, moving all RPC related files to:
FortniteGame/Build/Scripts/Automation/Utility/RPC/Gauntlet/Framework/
FortniteGame/Build/Scripts/Automation/Utility/RPC/Gauntlet/Framework/Utils
FortniteGame/Build/Scripts/Automation/Utility/RPC/Gauntlet/Framework/Utils/RPC
This preserves Gauntlet's file structure, meaning that if we decide to make this available to license holders, we can simply move the contents of the Gauntlet folder into the Gauntlet project and the structure will be compatible. There are two classes that needed a file created to be moved - GauntletHttpClient and GauntletHttpResponse - they are now in Gauntlet.GauntletHttpClient.cs
[CL 24465068 by tim kennedy in ue5-main branch]
This allows running the editor without having to run UBT to determine all the available targets for a project.
#preflight none
[CL 24461562 by Ben Marsh in ue5-main branch]
- .app is now fully made by Xcode, not partially by UBT/UAT (exe is copied into .app via shell script, and "cookeddata" is a folder reference in the Xcode proejct - for IOS/TVOS only for now)
- Updated how metadata files are found in the Metadata class, and template plist files are now called Info.Template.plst
- A prebuild script does some prep work to help with Xcode and UBT interaction, and the way our legacy build locations mess with Build after Archive
- Fixed some ".app" issues where the PRODUCT_NAME was missing
#rb self
#preflight 63f8fed82b1a2765f986f63f
[CL 24404636 by Josh Adams in ue5-main branch]
From ~300ms to ~30ms for ~17 000 cooked files.
#rb justin.marcus
#preflight 63f7c327dd78dd50f60a464f,63f7bbceae54ee4ce975250e
#rnx
[CL 24400852 by pj kack in ue5-main branch]
[FYI] james.doverspike
Original CL Desc
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Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24373261 by james doverspike in ue5-main branch]
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24331735 by james doverspike in ue5-main branch]
Add ConfigOverrideParams to ProjectParams constructor.
Add OverrideStrings to ConfigHierarchyKey to get the right data from ConfigHierarchy.ReadHierarchy().
#rb dan.thompson
#rnx
#preflight 63ef5c0c3c1eb56f059e7370, 63ef5c4b90198dffbadbd846
[CL 24309947 by pj kack in ue5-main branch]