Commit Graph

4059 Commits

Author SHA1 Message Date
Josh Adams
c27379e9d2 Modern xcode changes
- .app is now fully made by Xcode, not partially by UBT/UAT (exe is copied into .app via shell script, and "cookeddata" is a folder reference in the Xcode proejct - for IOS/TVOS only for now)
- Updated how metadata files are found in the Metadata class, and template plist files are now called Info.Template.plst
- A prebuild script does some prep work to help with Xcode and UBT interaction, and the way our legacy build locations mess with Build after Archive
- Fixed some ".app" issues where the PRODUCT_NAME was missing
#rb self
#preflight 63f8fed82b1a2765f986f63f

[CL 24404636 by Josh Adams in ue5-main branch]
2023-02-24 13:35:13 -05:00
pj kack
e8e321e142 UAT: Optimize CreatePakUsingStagingManifest by using ParallelFor when processing PakFileRules
From ~300ms to ~30ms for ~17 000 cooked files.

#rb justin.marcus
#preflight 63f7c327dd78dd50f60a464f,63f7bbceae54ee4ce975250e
#rnx

[CL 24400852 by pj kack in ue5-main branch]
2023-02-24 10:21:51 -05:00
justin marcus
c9749999b5 Automation Tool
--Fix directory renames not failing properly

[REVIEW] [at]Mitchell.Fisher [at]Graeme.Thornton [at]Francis.Rouleau
#preflight https://horde.devtools.epicgames.com/job/63f7cdb59009dd70d74cf8bb

#localization none
[FYI] dan.mehler, todd.winchell
#preferred_allowlister graeme.thornton

[CL 24397827 by justin marcus in ue5-main branch]
2023-02-24 04:00:24 -05:00
james doverspike
90c0ddf9ba [Backout] - CL24328738
[FYI] james.doverspike
Original CL Desc
-----------------------------------------------------------------
Cosmetic bulk asset streaming

Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.

[CL 24373261 by james doverspike in ue5-main branch]
2023-02-22 19:19:46 -05:00
josh adams
8a0b557798 - Fixed FinalizeInstalledBuild for multi-architecture
#jira UE-178150
#preflight 63f666b87064074bd8ad9f08

[CL 24371781 by josh adams in ue5-main branch]
2023-02-22 17:53:49 -05:00
Josh Adams
d8238020f8 - Fixed scheme name for the codesign call of Xcode
#jira UE-177931
#rb trivial
#preflight skip

[CL 24351834 by Josh Adams in ue5-main branch]
2023-02-21 17:48:58 -05:00
axel riffard
38ed45026d IPA used as a donor for prepare for debug feature error handling
#jira UE-120589
rb trivial
#preflight 63f4cbeaff5afbbb030f8668

[CL 24338456 by axel riffard in ue5-main branch]
2023-02-21 09:06:59 -05:00
james doverspike
6a8a19a4b7 Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.

[CL 24331735 by james doverspike in ue5-main branch]
2023-02-20 20:22:07 -05:00
Joe Kirchoff
e85e373461 UnrealBuild: Workaround for iOS & tvOS compile configs needing to be build separately
#rnx
#jira UE-177339
#rb none
#preflight 63f3b8ad91018822cc4f8b95

[CL 24319398 by Joe Kirchoff in ue5-main branch]
2023-02-20 13:39:48 -05:00
pj kack
819cf350d8 UAT: Parse ini overrides when reading config values from CreatePaks in CopyBuildToStaginDirectory.
Add ConfigOverrideParams to ProjectParams constructor.
Add OverrideStrings to ConfigHierarchyKey to get the right data from ConfigHierarchy.ReadHierarchy().

#rb dan.thompson
#rnx
#preflight 63ef5c0c3c1eb56f059e7370, 63ef5c4b90198dffbadbd846

[CL 24309947 by pj kack in ue5-main branch]
2023-02-20 03:38:24 -05:00
swarm
b61361facf Secondary remote Mac
#jira UE-120589
# rb josh.adams
#preflight 63f2da7d90198dffbaaee3ff

[CL 24309059 by swarm in ue5-main branch]
2023-02-19 21:45:46 -05:00
dan thompson
04ab2ee169 Adding the ability to override the oodle dll for packaging in ProjectParams, and use it
#rb pj.kack
#rb justin.marcus
[FYI] charles.bloom
#preflight 63efbbe21d71bcd262046117

[CL 24291525 by dan thompson in ue5-main branch]
2023-02-17 16:40:33 -05:00
Jerome Delattre
b361631ceb Gauntlet - Change log type from DeviceEvent to TestEvent when test raises a warning about resource starvation.
#preflight skipped
#jira none
#rnx
#rb trivial

[CL 24282084 by Jerome Delattre in ue5-main branch]
2023-02-17 10:30:35 -05:00
daniel lamb
62d09bb7b8 Added support for passing new flag to BPT to generate full chunk history, ugraded content worker BPT to BPT_Online_v1.5.2_PF-24214439.zip
[REVIEW] [at]Graeme.Thornton
#preflight https://horde.devtools.epicgames.com/job/63ed859fc9692d7c04169705
#tests local testing iteration on large project

[CL 24267296 by daniel lamb in ue5-main branch]
2023-02-16 15:31:07 -05:00
carl bystrom
dcdc796d8d AutomationTool: Set version file as writeable when P4 is not enabled
#rb Ben.Marsh
#preflight 63ee702881646f1f24f02493

[CL 24262423 by carl bystrom in ue5-main branch]
2023-02-16 13:11:29 -05:00
bob tellez
79d7201510 [Backout] - CL24230614
[FYI] james.doverspike
Original CL Desc
-----------------------------------------------------------------
Cosmetic bulk asset streaming

Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.

[CL 24253381 by bob tellez in ue5-main branch]
2023-02-16 04:15:55 -05:00
mickael gilabert
e5799d229b Extended gauntlet role to support different build flavor for the same configuration (i.e ASan or others)
[REVIEW] [at]david.harvey
[RN] Extended gauntlet role to support different build flavor for the same configuration (i.e ASan or others)

[CL 24251615 by mickael gilabert in ue5-main branch]
2023-02-16 01:53:34 -05:00
james doverspike
4e78faf0de Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.

[CL 24251508 by james doverspike in ue5-main branch]
2023-02-16 01:47:06 -05:00
james singer
85828bb4a6 Fix for installed builds on linux not having a stable UUID from machine to machine
Note: Since Linux has no launcher, EnumerateLauncherEngineInstallations doesn't take care of this for us in Epic created Linux installed builds

#rb @Brandon.Schaefer, @Zack.Neyland
#jira UE-171276
#preflight 63ed495f5c7bd278c1fd149e

[CL 24241578 by james singer in ue5-main branch]
2023-02-15 16:20:13 -05:00
ColdenCullen
f141409cee PR #9104: UAT BuildGraph: Add support for -project flag (Contributed by ColdenCullen)
#preflight 63ed0d0fc9692d7c04e6a642

[CL 24232767 by ColdenCullen in ue5-main branch]
2023-02-15 12:02:59 -05:00
FineRedMist
a2f83cd38c PR #10116: Add -ubtargs option to MegaXGE to pass to UnrealBuildTool (Contributed by FineRedMist)
#preflight 63ebda77dd72a8de9e4abee8

[CL 24217629 by FineRedMist in ue5-main branch]
2023-02-14 14:20:09 -05:00
carlmagnus nordin
50ef48b12c Fixed issue with ucas and utoc files not being copied to the output directory when creating chunk installs
#jira UE-172550
#rb pj.kack
#preflight 63eb4061346bca00357d7ac8

[CL 24213731 by carlmagnus nordin in ue5-main branch]
2023-02-14 12:03:03 -05:00
hilda cruz
fd186eaf71 [Backout] - CL24206643
[FYI] per.larsson
Original CL Desc
-----------------------------------------------------------------
This change adds support for defining ondemand pak file rule(s). These rules
overrides existing rules created from asset chunking and is currenlty only meant to be used for .ubulk/.uptnl files.
Ondemand content is serialized to loose files with a new I/O store writer to /MyGame/ContentOnDemand/Paks/{MyPakRuleName}.

#rb CarlMagnus.Nordin,PJ.Kack
#preflight 63e39130786751d1e010c14c
#rnx

[CL 24213673 by hilda cruz in ue5-main branch]
2023-02-14 12:01:56 -05:00
per larsson
e7c2bdc3e8 This change adds support for defining ondemand pak file rule(s). These rules
overrides existing rules created from asset chunking and is currenlty only meant to be used for .ubulk/.uptnl files.
Ondemand content is serialized to loose files with a new I/O store writer to /MyGame/ContentOnDemand/Paks/{MyPakRuleName}.

#rb CarlMagnus.Nordin,PJ.Kack
#preflight 63e39130786751d1e010c14c
#rnx

[CL 24213660 by per larsson in ue5-main branch]
2023-02-14 12:01:42 -05:00
Jerome Delattre
ecd49d9d5c Add mkdir for DeviceExternalFilesSavedPath before deploying on Android
#jira none
#preflight 63ea99a1e92f139c5159813e
#rb Chris.Babcock

[CL 24187360 by Jerome Delattre in ue5-main branch]
2023-02-13 15:38:18 -05:00