* Suspend log parsing when power on or off device
* Retry on disconnection when copy via adb push fails for disconnection
* Let DoAutoRenew() trap exceptions when renewing and deleting device
#jira UE-170029
#preflight 637801daf514e1ded9d705d1
#rb Chris.Constantinescu, Brendan.Lienau
[CL 23315216 by jerome delattre in ue5-main branch]
#jira UE-151756
#rb chris.babcock
#tests preflight replay run and ensure it copies the build and launches on android devices.
#preflight 62b0d2488e03312ad8367092
[CL 20743755 by j baumgartner in ue5-main branch]
#rb chris.babcock
#jira UE-151756
#tests Ran ReplayRun preflight and the job no longer had issues with build copy
#preflight 6297b1f6e809e387be23529b
[CL 20456799 by j baumgartner in ue5-main branch]
#rb J.Baumgartner
#ROBOMERGE-AUTHOR: william.ewen
#ROBOMERGE-SOURCE: CL 19119634 via CL 19119681 via CL 19119730 via CL 19123251
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19154352 by william ewen in ue5-main branch]
#rb J.Baumgartner
#ROBOMERGE-AUTHOR: william.ewen
#ROBOMERGE-SOURCE: CL 18854299 via CL 18854732 via CL 18854742 via CL 18855476 via CL 18855725
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18855752 by william ewen 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]
- Typo where when trying to remove 32-bit Android builds in favor of 64-bit builds we were setting them back to 32-bit.
#rb na
[FYI] josh.engebretson
#ROBOMERGE-SOURCE: CL 13062275 via CL 13062276 via CL 13062278 via CL 13062280
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v686-13045012)
[CL 13062281 by andrew grant in Main branch]
- Now use utils to pull build information instead of a custom regex.
- 32-bit builds are considered, but discarded if 64-bit versions are also present
[at]josh.engebretson
#jira nojira #rb na
#ROBOMERGE-SOURCE: CL 11610010 in //UE4/Release-4.25/... via CL 11610013
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v655-11596533)
[CL 11610034 by andrew grant in Main branch]