Commit Graph

9821 Commits

Author SHA1 Message Date
Chris Gagnon
41830d88e7 Renaming UE4 build scripts, and removed some really dated documentation.
#rb Josh.Adams

[CL 15068236 by Chris Gagnon in ue5-main branch]
2021-01-13 12:39:56 -04:00
Brice Criswell
8ce47ce32b HeadlessChaos
-Fix compile issue
#rb none
#jira none

[CL 15063492 by Brice Criswell in ue5-main branch]
2021-01-12 20:31:07 -04:00
Josh Adams
b84453bc37 - Remove support for 32-bit Android, still have support for Arm64 and X64. Next checkin will delete the libs
#rb chris.babcock,jack.porter
#fyi chris.babcock,jack.porter

[CL 15056295 by Josh Adams in ue5-main branch]
2021-01-12 16:59:21 -04:00
Josh Adams
ce7af5910c - Stopped returning SDKNotFound for bad SDKs in VerifySDK, because it's not an actual error case, it's normal operation. Trying to install an SDK and that failing can still return errors
#review-15051866 devin.doucette

[CL 15051923 by Josh Adams in ue5-main branch]
2021-01-12 13:35:42 -04:00
Josh Adams
d02e3bec0b - Fixed crash with getting SDK info on legacy NDA platforms when the Platforms directory doesn't exist
#rb devin.doucette

[CL 15051428 by Josh Adams in ue5-main branch]
2021-01-12 12:49:05 -04:00
Jack Porter
75f53c8388 Fix up iOS remote build after move from Mono to dotnet
- build UBT/UAT on remote Mac
- exclude unnecessary UBT platform source from rsync upload
- modifications to UBT to allow it to compile with Linux and Lumin excluded
- manually convert CRLF for Mac shell scripts after rsync upload
#review
#rb Brandon.Schaefer
#fyi Ben.Marsh

[CL 15045791 by Jack Porter in ue5-main branch]
2021-01-11 21:17:03 -04:00
Patrick Laflamme
66f43c0eb6 Optmized how the Crash Context memory buffer used to serialize the context was used:
- Prevented CrashReportClient from serializing the CrashContext to the memory buffer if it was already serialized once.
  - Increased the default space reserved by memory buffer used to serialize the crash context from 32K to 128K because serializing the crash context of 'debug crash' command line in Editor uses up to 112K.
  - Cleared the memory buffer before serializing the CrashContext in case it was serialized more than once preventing the internal buffer to grow needlessly. Also, the XML reader being limited, would only read the first one written, ignoring further and more recent ones appended.

#rb Johan.Berg

[CL 15037279 by Patrick Laflamme in ue5-main branch]
2021-01-11 10:52:58 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
Ben Marsh
85154a736f Merge changes from Horde fork of EpicGames.Perforce (various performance improvements, bug fixes, nullable and async aware)
#rb none
#rnx

[CL 15027976 by Ben Marsh in ue5-main branch]
2021-01-08 19:28:15 -04:00
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
Josh Adams
c7360895de - Fixed Turnkey menu not respecting the platform configuration/target platform selections
- Improvements for ExecuteBuild - mostly around project selection, where it will give you options, cache last used project, etc
- Added search/replace modifier to the {....} syntax in the build spec (useful mainly for inivalue basically)
- Editor now just runs -command=ExecuteBuild -build=XYZ instead of parsing the XYZ build params and running UAT directly
- Deleted old #if 0'd code. Can go back in p4 history to find it later.
- Setup VisualStyles in Turnkey so that the project selector looks good on HiDPI
#rb self/turnkey

[CL 15014143 by Josh Adams in ue5-main branch]
2021-01-07 15:27:48 -04:00
Joakim Lindqvist
d068788b90 Remove reference to epicgames.common to avoid build errors when building this net fw project. A more proper solution is described in UE-103939 were we should migrate this tool to net core.
[CL 15010419 by Joakim Lindqvist in ue5-main branch]
2021-01-07 11:50:37 -04:00
mark lintott
53511dcacd #jira UE-104748
#rb Ben.Marsh

Renamed UE4.natvis to Unreal.natvis
Fixed up Project File Generator within the Unreal Build Tool

[CL 15009828 by mark lintott in ue5-main branch]
2021-01-07 10:21:33 -04:00
Joakim Lindqvist
b01a37b4a6 Added debug output to help track down
UE-105044

[CL 15009811 by Joakim Lindqvist in ue5-main branch]
2021-01-07 10:19:31 -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
Ben Marsh
2f1816c530 Fix comment about XGE over VPN.
#rb none
#rnx

[CL 14996266 by Ben Marsh in ue5-main branch]
2021-01-05 18:54:46 -04:00
Josh Adams
700dc86148 - Improved Windows SDK detection - moved functionality from UEBuildWindows.cs to MicrosoftPlatformSDK.cs so Turnkey "installed sdk" uses the same function that UBT will use to choose the SDK from a list of preferred SDKs, with fallbacks to other locations.
- Windows allows for any SDK to be used without updating Env vars, etc, so we don't really need a strict single "InstalledVersion" - we dynamically choose a version every run of UBT, and now Turnkey will match this logic
- Added device detection to Turnkey for Windows
#rb david.harvey,chris.waters

[CL 14995008 by Josh Adams in ue5-main branch]
2021-01-05 17:06:07 -04:00
mark lintott
763aaac791 #jira UE-104765
#autosubmit

Rename of Gauntlet files from UE4Game to UnrealGame

[CL 14991095 by mark lintott in ue5-main branch]
2021-01-05 10:52:09 -04:00
mark lintott
7ab5930888 #jira UE-104767
#rb Graeme.Thornton
#autosubmit

Renamed UE4Game to UnrealGame.

Horde tested (Editor,Tools & Monolithics). Local ShooterGame + Cook + PIE

[CL 14990929 by mark lintott in ue5-main branch]
2021-01-05 09:53:17 -04:00
Ben Marsh
d48f3651bb Fix incorrect argument for UE5 project in Xcode project files.
#rb none
#jira UE-104928

[CL 14990888 by Ben Marsh in ue5-main branch]
2021-01-05 09:38:02 -04:00
Graeme Thornton
40e035e62f Fix for pak signing keys not being saved out to the crypto.json metadata file
#jira UE-105023

[CL 14987894 by Graeme Thornton in ue5-main branch]
2021-01-04 21:55:22 -04:00
Andrew Davidson
9313e569b2 Double math ambiguity Engine further fixes
#rb trivial

[CL 14975276 by Andrew Davidson in ue5-main branch]
2021-01-04 11:19:23 -04:00
Andrew Davidson
10bca5261b Double math ambiguity Engine fixes
#rb jeanfrancois.dube, trivial

[CL 14974758 by Andrew Davidson in ue5-main branch]
2021-01-04 07:59:22 -04:00
Martin Ridgers
377663cd58 Added missing copyright boilerplate
#rb trivial
#rnx

[CL 14968682 by Martin Ridgers in ue5-main branch]
2020-12-30 07:11:21 -04:00
Ben Marsh
89691e43c6 Make LogIndentScope independent of the logger being used. Any loggers that want to use this state for additional formatting can do so with an enricher.
#rb none
#rnx

[CL 14967662 by Ben Marsh in ue5-main branch]
2020-12-28 17:45:35 -04:00