Commit Graph

33 Commits

Author SHA1 Message Date
Andrew Grant
c816a0bf60 Modified BuildAndTest project script to allow projects to save hashed staging data to the network.
Added options for Linux to BuildAndTest and UE5 Horde templates for ShooterGame/QAGame for completeness.

#jira nojira
#rb swarm
#review-15847237 @jeff.farris, @yuriy.odonnell

[CL 15848178 by Andrew Grant in ue5-main branch]
2021-03-28 22:51:06 -04:00
Andrew Grant
c5bf909801 Added option to BuildAndTestProject script to publish staged content
Cleaned up some options around paths to make it easier for scripts to customize them.
Fixed issue with GDKBuilds in Gauntlet where the build source was ignoring the specified recursion depth when searching

#jira nojira
#rb jeff.farris

[CL 15780860 by Andrew Grant in ue5-main branch]
2021-03-23 13:53:51 -04:00
sebastien lussier
945039e0b1 WorldPartitionHLODsBuilder
* Added options to generate/use a build manifest
* -BuildManifest=Filename.ini
* When calling with -SetupHLODs, provide "-BuildManifest=Filename.ini -BuilderCount=N" to have N workloads in the build manifest
* When calling with -BuildHLODs, provide "-BuildManifest=Filename.ini -BuilderIdx=i" to build workload i

Added UWorldPartitionBuilder::PreWorldInitialization()

Added support for distributed World Partition HLOD generation
* Runs multiple steps on different machines
* Setup: Done on a single machine, will create/update/delete HLOD actors as required. The distributed setup step takes a "BuilderCount" argument, which will be used to write a build manifest that specify the work that needs to be done by the N builders
* Build: Performed on multiple machines, read work to be done from the build manifest
* Submit: Final step, perform on a single machine. Gather files modified in all the previous steps and submit them in a single changelist

Intermediary files that are created/modified/deleted are transfered between the jobs as build products, and submitted in the last step.

To run with UAT:
RunUAT.bat BuildGraph -Script=Engine\Build\Graph\Examples\BuildWorldPartitionHLODs.xml -Target="HLOD Generation" -set:ProjectName=YourProjectName -set:EditorTarget=EditorTargetName -set:MapName=YourMapName -set:BuilderCount=N

To run steps individually:
* Setup (N = Builder count to use)
    YourProject YourMapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -AllowCommandletRendering -Builder=WorldPartitionHLODsBuilder -SetupHLODs -DistributedBuild -BuilderCount=N
* Build (i from 0 to N-1):
    YourProject YourMapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -AllowCommandletRendering -Builder=WorldPartitionHLODsBuilder -DistributedBuild -BuildHLODs -BuilderIdx=i
* Submit:
    YourProject YourMapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -AllowCommandletRendering -Builder=WorldPartitionHLODsBuilder -DistributedBuild -SubmitHLODs

Changes integrated from UE5 main:
#ushell-cherrypick of 15669199 by Sebastien.Lussier
#ushell-cherrypick of 15687351 by JeanFrancois.Dube
#ushell-cherrypick of 15693052 by Sebastien.Lussier
#ushell-cherrypick of 15693777 by Sebastien.Lussier

#ROBOMERGE-SOURCE: CL 15710613 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15710619 by sebastien lussier in ue5-main branch]
2021-03-16 08:56:01 -04:00
Andrew Grant
84bfb202fd Fixed case in BuildAndTest graph that could result in no code compilations for a target if a script didn't supply all defaults
#jira #rb na

[CL 15706287 by Andrew Grant in ue5-main branch]
2021-03-15 20:11:03 -04:00
Andrew Grant
a7292aa43c Take a different approach to setting the build location for tests due to some builder weirdness
#jira #rb na

[CL 15690131 by Andrew Grant in ue5-main branch]
2021-03-13 00:08:03 -04:00
Andrew Grant
f3ed6ecb17 Tidied up some options and handle some user-selection-errors better in build script
#jira #rb na

[CL 15688366 by Andrew Grant in ue5-main branch]
2021-03-12 15:39:07 -04:00
Andrew Grant
7602c27306 More BuildGraph tweaks
#jira #rb na

[CL 15685821 by Andrew Grant in ue5-main branch]
2021-03-12 00:44:40 -04:00
Andrew Grant
b2f594bdaa Added some safety checks to build script that will add missing package/build types based on specified tests/packages
#jira #rb na

[CL 15685705 by Andrew Grant in ue5-main branch]
2021-03-12 00:17:33 -04:00
Andrew Grant
9878095f26 Fixed issue locating gauntlet source when building multiple packages into subfolders
#jira #rb na

[CL 15685422 by Andrew Grant in ue5-main branch]
2021-03-11 23:36:19 -04:00
Andrew Grant
98c9555a34 Build scripts -
Added some missing platforms to BuildAndTestProject.xml
Added support for building different configs and MapIniSection
Updated ShooterGame, QAGame, and other build scripts

Exposed options to Horde UI

#jira #rb na

[CL 15685279 by Andrew Grant in ue5-main branch]
2021-03-11 23:26:40 -04:00
Andrew Grant
bf9fa0c8c6 Added Mac options to Topaz tests
Added StarterContent tests

#jira #rb na

[CL 15668918 by Andrew Grant in ue5-main branch]
2021-03-10 15:38:00 -04:00
Andrew Grant
3f1b9834b7 Checking in new scripts for automating tests on projects.
Frosty, Topaz, ShooterGame, and QAGame have helper scripts set up

#jira #rb na

[CL 15662528 by Andrew Grant in ue5-main branch]
2021-03-09 21:05:18 -04:00
Ryan Durand
08540a873a Update BuildEditorAndTools.xml to attempt to get the P4CLIENT from the env vars and use that to generate the submit client, otherwise falling back on the old method.
#rnx
#rb none
#jira UE-109605

[CL 15626974 by Ryan Durand in ue5-main branch]
2021-03-05 13:55:19 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -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
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -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
Chad Garyet
eb0a6fa599 Change the name of the zip file to EditorTarget rather than just "Editor"
#jira none
#rb none
#rnx

[CL 14048898 by Chad Garyet in ue5-main branch]
2020-08-06 12:56:01 -04:00
Ben Marsh
6ee8803dd7 Add support for passing properties to the <CsCompile> task, and fix parsing of ShooterGame project files in the BuildEditorAndTools.xml script.
#rb none
#rnx

[CL 14043020 by Ben Marsh in ue5-main branch]
2020-08-05 17:49:47 -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
ben marsh
2247a50eb2 Include automation modules from platform extensions in archive for UGS.
#jira
#rb none
#rnx

#ROBOMERGE-SOURCE: CL 11588280 in //UE4/Release-4.25/... via CL 11588282
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v654-11333218)

[CL 11588290 by ben marsh in Main branch]
2020-02-24 11:31:24 -05:00
Ben Marsh
a22b952aa9 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 4718806 by Ben Marsh in Main branch]
2019-01-14 12:11:24 -05:00