Commit Graph

4833 Commits

Author SHA1 Message Date
pj kack
3ad849a688 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.
Always run UnrealPak itself with -nopak to avoid picking up and mounting any existing pak files in the project directory.

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 34266589 by pj kack in ue5-main branch]
2024-06-11 03:37:13 -04:00
joe kirchoff
72a8c5996d Fix various XML comment issues in AutomationTool and various scripts (non-functional change)
#rnx

[CL 34263204 by joe kirchoff in ue5-main branch]
2024-06-10 21:51:45 -04:00
joe kirchoff
cba7cab872 AutomationTool: Bump target framework to .NET 8
#rnx

[CL 34252008 by joe kirchoff in ue5-main branch]
2024-06-10 16:22:27 -04:00
jerome delattre
0d081b79f8 Introduce TestData v2 output
- Move previous iterations of the HordeReport to a legacy implementation section
- Reimplement AutomatedTestSessionData base TestData v2 data model
- Change ITestReport AddEvent signature in favor of using formating with params keyword
- Remove redundancy of ITestEvent based property (UnrealTestNode.Events)
- Use Dictionary for Artifact Files in UnrealAutomatedTestResult json data model instead of specialized image comparison type

#jira UE-214378
#rnx
#rb adam.miezianko, sean.sweeney, sebastian.lewicki

[CL 34234717 by jerome delattre in ue5-main branch]
2024-06-10 09:18:33 -04:00
ben marsh
eb712c473f BuildGraph: Use a different folder for temp storage manifests when UAT is spawned recursively.
[CL 34219795 by ben marsh in ue5-main branch]
2024-06-07 19:51:08 -04:00
leon huang
9102bd9ec4 Localization:
Add zh-Hans as a culture to be generated s part of the default modular localization config files for plugins using auto loc.
- Simplified chinese (zh-Hans) will be added as a supported language for plugins that use auto localization moving foward.

#jira: FORT-750590
#rb: trivial

[CL 34210183 by leon huang in ue5-main branch]
2024-06-07 14:42:23 -04:00
ben marsh
55e282c8ae BuildGraph: Improve logging for copying files to/from temp storage.
#rnx

[CL 34200525 by ben marsh in ue5-main branch]
2024-06-07 09:47:11 -04:00
jon olick
0ccdc7a3fd Fix for CheckBuildSize on non-Android platforms
[CL 34137524 by jon olick in ue5-main branch]
2024-06-05 15:46:11 -04:00
ben marsh
6df7525cfd Horde: Fix issue where files will not be uploaded to temp storage if they were previously tagged as outputs in another step. Now allows output files to be produced by multiple steps, as long as their attributes match.
[CL 34132722 by ben marsh in ue5-main branch]
2024-06-05 14:10:38 -04:00
graeme thornton
6ccbb2644f [Backout] - CL34089536
[FYI] PJ.Kack
Original CL Desc
-----------------------------------------------------------------
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]
2024-06-04 17:23:55 -04:00
daniele pieroni
71bf6dad0a Calling msvsmoninstall.py before run the game on Steam Deck
#rb ben.hoffman
#jira UE-206207

[CL 34097915 by daniele pieroni in ue5-main branch]
2024-06-04 13:01:03 -04:00
jon olick
eac0c2b650 Android Automation Job that checks package size.
#rb brendan.lienau, Jack.Porter
#jira UE-213916

[CL 34097868 by jon olick in ue5-main branch]
2024-06-04 12:59:06 -04:00
jerome delattre
75b7496ef4 Prune log info when passing test results to test report when test succeed to reduce foot print
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]
2024-06-04 09:23:22 -04:00
pj kack
9e01741303 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 34089539 by pj kack in ue5-main branch]
2024-06-04 06:12:40 -04:00
joe kirchoff
eba691c1ec UAT scripts: Assembly.SafeGetLoadedTypes()
#rnx

[CL 34051682 by joe kirchoff in ue5-main branch]
2024-05-31 20:47:53 -04:00
ben marsh
d5bf41d2d4 BuildGraph: Create the output directory for generating random data chunks if it doesn't exist.
#rnx

[CL 34039579 by ben marsh in ue5-main branch]
2024-05-31 15:15:34 -04:00
joakim lindqvist
7bd5350d36 Allow for licenses to be in markdown files (.md) - resolves issue with cassandracsharpdriver package
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]
2024-05-31 04:18:51 -04:00
daniele pieroni
355e71a522 Adding single bracket for SSHPAth only when a path contains a white space, since it was causing issues for regular paths
#jira none

[CL 34025769 by daniele pieroni in ue5-main branch]
2024-05-30 22:05:48 -04:00
whalefood
4acde81db4 Add single quotes around SSHPath in order to support spaces
#11549
#jira UE-208068
#rb Wojciech.Krywult

[CL 33960891 by whalefood in ue5-main branch]
2024-05-28 20:17:09 -04:00
brendan lienau
006a943f56 [Gauntlet] When running a single UnrealTestNode, the Horde Summary will now include the full artifact path to the specific test
#rb Jerome.Delattre

[CL 33954629 by brendan lienau in ue5-main branch]
2024-05-28 17:39:55 -04:00
regner
ac6be062c2 PR #11848: Changes to improve BuildGraph in C#
#jira UE-214154

[CL 33952498 by regner in ue5-main branch]
2024-05-28 16:39:31 -04:00
Sigma-Erebus
cd328deddc PR #11889: BuildGraph: Create LogPath directory before writing to directory. (prevents System.IO.DirectoryNotFoundException) (2 more instances that went unnoticed previously)
#rnx

[CL 33952216 by Sigma-Erebus in ue5-main branch]
2024-05-28 16:32:28 -04:00
zousar shaker
ba93e43f00 Add "SkipExport" and "SnapshotDescriptorPlatform" parameters to ZenExportSnapshotTask so that it can be used to write snapshot descriptors for data that was already exported and should be aliased to another platform.
[CL 33950620 by zousar shaker in ue5-main branch]
2024-05-28 15:59:41 -04:00
jerome delattre
144e69090a Substitute properties from Sanitizer report in Log format + fix Context and SourceFile properties in UE.Automation test report summary.
#rnx
#rb sebastian.lewicki

[CL 33940535 by jerome delattre in ue5-main branch]
2024-05-28 10:27:20 -04:00
ben marsh
e0e3fca9f2 Horde: Fix http auth handler not using correct configuration for server when run locally.
- 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]
2024-05-28 10:17:59 -04:00