- I have not been able to reproduce the issue itself but these changes should make this project better adhere to what the AutomationTool expects and therefore may fix the issue.
#jira UE-218369
[REVIEW] [at]ryan.hummer
#rb Ryan.Hummer
[CL 34527829 by daniel moreno in ue5-main branch]
[FYI] Zousar.Shaker
Original CL Desc
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Incremental step towards being able to stage to both a pak build as well as a nopak (streamng) build from a snapshot entirely stored in zenserver (no loose files on the filesystem except a ue.projectstore file).
Key changes:
- Removed the use of cookedfiles.manifest
- Changed IoStore mode of UnrealPak to be capable of getting zenserver launch data from either a package store manifest (cbobject, metadata) OR a project store marker file (json)
- Ensured that the UAT and IoStore mode of UnrealPak can launch zenserver reliably by passing along the SponsorProcessId when launching zenserver
- Ensured that shader archives (and their accompanying json metadata files) can be read either as loose files on disk or directly from zenserver if it the data for them is internal to zenserver (ie: they have a valid chunk id)
Remaining work:
- Pak mode of UnrealPak must be able to launch zenserver and pull data from it.
#rb PJ.Kack
[CL 34498668 by zousar shaker in ue5-main branch]
Key changes:
- Removed the use of cookedfiles.manifest
- Changed IoStore mode of UnrealPak to be capable of getting zenserver launch data from either a package store manifest (cbobject, metadata) OR a project store marker file (json)
- Ensured that the UAT and IoStore mode of UnrealPak can launch zenserver reliably by passing along the SponsorProcessId when launching zenserver
- Ensured that shader archives (and their accompanying json metadata files) can be read either as loose files on disk or directly from zenserver if it the data for them is internal to zenserver (ie: they have a valid chunk id)
Remaining work:
- Pak mode of UnrealPak must be able to launch zenserver and pull data from it.
#rb PJ.Kack
[CL 34481636 by zousar shaker in ue5-main branch]
- restored zlib source for cross platform builds in the UE stream
- added ninjabuild support to UBT cmake build target
- some minor catch2 and libpng changes to better support cross platform builds.
#ushell-cherrypick of 34416030 by David.Harvey
[CL 34445726 by michael wanderson in ue5-main branch]
[FYI] Ben.Salem
Original CL Desc
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Move the core Gauntlet RPC code to engine so other projects can use it. Also remove old dead code that was causing namespace collisions!
[CL 34441676 by bob tellez in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: Remove usage of obsolate BinarySerializer and replace with Json
#rnx
[CL 34437061 by joe kirchoff in ue5-main branch]
Adding job to upload QFE to s3
Adding job to upload linux toolchain to s3
Adjusting remaining s3 jobs for UE5 to use assumerole
#rnx
#jira UE-157963, UE-138676
#rb Ryan.Hummer
[CL 34421812 by jim casale in ue5-main branch]
To use this, simply define a type that Implement IBuildValidator and override GetLatestGoodBuild() to return a string to the path of the latest known good build
Then, run a gauntlet test where -build="LKG" OR -build="LatestGood"
#rb Ryan.Bazinet
[CL 34360418 by brendan lienau in ue5-main branch]
This mainly improves separation of concern. Additionally, desktops should now be able to skipinstall on build machines not using reservation blocks.
#rb marcelo.gomes
[CL 34281091 by brendan lienau in ue5-main branch]