RunUAT.sh:
Setup Mono environment on Mac and Linux so that AutomationTool is able to launch xbuild for CsCompile tasks that have not been transitioned to NET Core.
(Linux change is untested)
CsCompileTask.cs:
Don't add the "/restore" argument to command line when building using xbuild as it does not appear to be supported.
InstalledEngineBuild.xml:
Remove CsCompile invocations for UAT projects as these are currently not able to be compiled by UAT: CsCompile does not know how use the bundled dotnet to build NET Core projects, and [our bundled] mono does not support NET Core projects.
This file is consumed by AutomationTool, which is compiled by RunUAT.sh. As such, it can generally be assumed that the UAT build is up to date when the built files are consumed (InstalledEngineBuild.xml has directives to tag the AutomationTool files to ensure they are included.)
#jira UE-112471
[CL 15902338 by jonathan adamczewski in ue5-main branch]
Plus a little cleanup. Technically, IoStore can run w/o pak.
#rb Jeff.Fisher Ben.Marsh
#jira UE-99878
#ROBOMERGE-SOURCE: CL 15878917 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15878951 by robert srinivasiah in ue5-main branch]
When AutomationTool is built by RunUAT (or otherwise outside of UE5.sln), plugin dependencies are not copied to the AutomationTool.exe output dir. This change will ensure plugin output dirs will be searched for dependent assemblies.
#jira UE-103411
[CL 15855921 by jonathan adamczewski in ue5-main branch]
- Fixed issue where -archive did not work with -skippackage for several platforms.
- Modified behaviour of -archive -archivedirectory so <path> will only become <path>/<CookedPlatform> *IF* <path> does not already contain CookedPlatform or PlatformName
Both of these issues allow greater flexibility in build scripts.
Specifically the first allows -package and -archive to be performed in separate steps which is necessary for scripts that want to "do stuff" before archiving or have different per-platform logic before archiving.
The second gives scripts flexibility in selecing directory structures without adding unncessary components.
E.g. a script can now archive development builds to <BuildDir>/<Project>/PS4/Development/<Project>.pkg without it becoming <BuildDir>/<Project>/PS4/Development/PS4/<Project>.pkg
#jira nojira
#rb swarm
#review-15847235 @jeff.farris, @yuriy.odonnell @josh.adams @jeff.newquist
(Checked in prior to feedback due to being a prerequisite for some Frosty tests)
[CL 15848176 by Andrew Grant in ue5-main branch]
We also don't want to distribute these workloads for data consistency reasons.
#jira UE-111525
#preflight /job/605d21c8afacb800016d95dc
#ROBOMERGE-OWNER: geoff.evans
#ROBOMERGE-AUTHOR: geoff.evans
#ROBOMERGE-SOURCE: CL 15836928 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)
#ROBOMERGE-CONFLICT from-shelf
[CL 15836991 by geoff evans 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]
- Some platforms don't make use of these files, so their generation is unnecessary.
#jira UE-103275
#rb Ben.Marsh
[CL 15771665 by Luke Thatcher in ue5-main branch]
#ROBOMERGE-SOURCE: CL 15737254 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15738262 by axel riffard in ue5-main branch]
Fix Gauntlet App package deployement on Mac. Utils.SystemHelpers.IsNetworkPath returns always true on Mac. Because Path.GetRootPath gives the same root for any path on unix based system.
Revert to use the GetVolumeName and comparing the names.
#jira UE-109554, UE-109939
#rb none
#rnx
[CL 15716506 by Jerome Delattre in ue5-main branch]
* 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=Collaboration\Frosty\Frosty\Build\FrostyHLOD.xml -Target="HLOD Generation" -set:MapName=YourMapName -set:HLODBuilderCount=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
#fyi jeanfrancois.dube, richard.malo, vincent.beauchemin
[CL 15693777 by Sebastien Lussier in ue5-main branch]
Add "-originalreleaseversion" command line switch in UAT. This is required by some platforms for patching / updates.
#rb Jeff.Newquist, Ryan.Hairyes
#jira UE-103275
[CL 15676775 by Luke Thatcher in ue5-main branch]