Commit Graph

243 Commits

Author SHA1 Message Date
Joakim Lindqvist
4477d7c295 Fixed issue were ubt was being spawned with the wrong path and via mono when creating a installed engine build
#jira UE-104425

[CL 15019201 by Joakim Lindqvist in ue5-main branch]
2021-01-08 09:42:20 -04:00
will damon
4dd3568c5f Rename UE4EditorServices to UnrealEditorServices
- Rename files/folders.
- Rename output targets.
- Fixup icon reference in Info.plist

#rb brandon.schaefer rolando.caloca
#review-15004124 @rolando.caloca @brandon.schaefer
#jira UE-104770
#rnx

[CL 15004464 by will damon in ue5-main branch]
2021-01-06 18:21:17 -04:00
Ryan Durand
88449247dd Attempting to get Mac to stop being built when only Win64 is selected.
#rnx
#rb none
#jira none

[CL 14940579 by Ryan Durand in ue5-main branch]
2020-12-16 14:03:16 -04:00
Ryan Durand
5021ae3eb1 Fixing graph break.
#rnx
#rb none
#jira none

[CL 14937204 by Ryan Durand in ue5-main branch]
2020-12-15 22:05:15 -04:00
Ryan Durand
4301d65302 A platform's DDC should not be included when WithDDC is set if that paltform is not being built.
#rnx
#rb none
#jira none

[CL 14937180 by Ryan Durand in ue5-main branch]
2020-12-15 21:58:32 -04:00
Joakim Lindqvist
e7039d3d35 UBT and UAT now use .NET Core instead of Framework and Mono. This means that we use the same runtime on Windows, Linux and Mac. Further benefits including newer C# features and a lot of intresting features for the future around AOT and Tiered compilation.
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.

#rb ben.marsh

[CL 14834347 by Joakim Lindqvist in ue5-main branch]
2020-12-02 06:57:13 -04:00
Joakim Lindqvist
94d7bd658a Avoid building our temporary net core csproj when build UAT during creation of installed build.
#rb none

[CL 14614245 by Joakim Lindqvist in ue5-main branch]
2020-10-29 15:06:51 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Ryan Durand
f527a6cdb2 Fix Mac Datasmith plugins getting added when compiling Win64 only.
#rnx
#rb none
#jira UE-101766

[CL 14580736 by Ryan Durand in ue5-main branch]
2020-10-26 16:17:56 -04:00
Richard TalbotWatkin
5454adb18a Removed stale references to StaticMeshEditorExtension plugin in Build config files.
[CL 14558569 by Richard TalbotWatkin in ue5-main branch]
2020-10-23 13:23:42 -04:00
Ben Marsh
a96095af71 Mering fixes to installed build script from 4.26
#rb none

[CL 14475834 by Ben Marsh in ue5-main branch]
2020-10-12 18:24:31 -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
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
Ben Marsh
486408b1a9 Rename UE5Editor to UnrealEditor.
#rb none
#jira UE-97600

[CL 14292067 by Ben Marsh in ue5-main branch]
2020-09-10 15:39:00 -04:00
Ben Marsh
be7034ec27 Rename UE4Editor to UE5Editor, and generated solution/projects from UE4 -> UE5.
UE4Game/Client/Server targets left intact for the time being.

#rb none

[CL 14288076 by Ben Marsh in ue5-main branch]
2020-09-10 09:10:30 -04:00
Ryan Durand
53f9d87970 Fix MessageLog errors when building and fix some issues impacting release builds.
#rnx
#rb none
#jira none

[CL 14266863 by Ryan Durand in ue5-main branch]
2020-09-07 16:43:50 -04:00
Ryan Durand
bbe77eb9da Adding cloud builders to acceptable agent types for Win64 work.
#rnx
#rb none
#jira none

[CL 14238931 by Ryan Durand in ue5-main branch]
2020-09-01 18:40:52 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -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
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
Josh Adams
d04b198d32 - Removed Win32 from being referenced in:
- BuildScripts so builders won't compile it
  - UBT platform registration and from being registered in UBT (so it won't show up in VS)
  - PlatformInfo (so it can't triggered from Package/Launch On)
#rb ben.marsh

[CL 13546702 by Josh Adams in ue5-main branch]
2020-05-26 12:07:45 -04:00
Ryan Durand
e33c282374 Removing build graph CRC define stuff since it is handled in the .Target.cs file now.
#rnx
#rb none
#jira none

[CL 13149952 by Ryan Durand in Main branch]
2020-05-04 13:34:59 -04:00
ryan durand
5b65443ae7 Fixing build graphs to work with changes to CRC API URL defines.
#rnx
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 13072972 in //UE4/Release-Engine-Staging/...
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v686-13045012)

[CL 13072978 by ryan durand in Main branch]
2020-04-29 15:08:42 -04:00
ryan durand
917e0bbf87 Fixing CRC define behavior on Windows and Mac.
#rnx
#rb none
#jira UE-92278, UE-91460

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 13037686 in //UE4/Release-4.25/... via CL 13037737 via CL 13038444
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v683-13008971)

[CL 13038446 by ryan durand in Main branch]
2020-04-24 15:46:41 -04:00