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]
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]
* 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]
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]
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]
- 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]
#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]