- .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]
- Enabled for Xcode, added support but left disabled for VisualStudio
- For Games and Samples with multiple projects, a solution folder now contains them
#rb joe.kirchoff
#preflight 63efb20061378b7ea02bc32d
[CL 24285567 by Josh Adams in ue5-main branch]
- Mac/MacEditor can also have template/premade plist files
- Legacy xcode mode will still write the entire plist file
#rb adam.kinge
#preflight 63d98f3265738ba951fb76f2
[CL 23939508 by Josh Adams in ue5-main branch]
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]
- If there are no modern projects, then the mode is ignored, and it's the same old mode. With a mix of modern and legacy, each platform workspace will point to the same legacy projects (not worth retooling Legacy since it's becoming deprecated)
- Added Launch Storyboard support (it will look for uncompiled, compiled, project, and engine fallback locations). Compiled is useful or old storyboards, and for Windows-based (assuming that will work with Modern)
- Other minor things like metadata discovery, etc
#preflight 639a321843330e63e50a21e9
[CL 23517631 by Josh Adams in ue5-main branch]
- Fixed executable path for programs under Restricted
- Fixed paths when there's an ExeSubDir in the Target
- Allow for codesigning frameworks under programs without a .uproject
#preflight 6397a2528c64c74ac8489545
#rb Rafa.Lecina
[CL 23484025 by Josh Adams in ue5-main branch]
- Added UAT params to pass architecture by target type (-editorarchitecture, -clientarchitecture, -serverarchitecture, -programarchitecture). Keeping -specifiedarchitecture for compat, and it will set all the other 4 if they are not specified
- Changed ProjectGenerator to find Program .uproject files (logic was looking for .Target files under the .uproject's directory, which is not the case for Programs)
- Added two params to GetProjectArchitectures:
- bGetAllSupported - used to get all supported architectures, not just the ones currently being built for (needed for XcodeProject to know what architectures to allow in the dropdown)
- bIsDistributionMode - used to get architectures to compile when making distribution builds (probably want to compile all architectures for distro's)
- Removed the MacExports.TargetsAlowedForAppleSilicon, updated XcodeProject code to use the new GetProjectArchitectures()
#rb david.harvey
#jira none
#preflight 63909f217e0feab0b7bd8241
[CL 23428114 by Josh Adams in ue5-main branch]
- Premade "template" plist files for Mac, MacEditor, IOS, and added a PlistMode to choose between updating a template plist (from engine) or using a "baked" out plist that Xcode won't really mess with (this is still a work in progress, as it still needs thought on how to handle IOS premade vs Mac template, etc)
- Updating icons to using xcassets instead of .icns file
- Added post build step for UBT to write out build versions (increments each build) to a .xcconfig for Xcode to put into the .plist, but it reads previous value. Not terrible, but it still needs work
#rb adam.king
#preflight 632c7e8ee23e50651b43139b
[CL 22137251 by josh adams in ue5-main branch]
- Indexing improvements
- No longer asks to auto-create schemes, since we create all schemes needed
- Sped up the run-only project generation to skip a lot of cruft
#preflight 63041e960061f895d0fe3ccf
#rb ian.fox,roman.dzieciol (i am submitting without their final sign-off)
#preflight 63051c23516bef57ffb5b1c2
[CL 21517539 by Josh Adams in ue5-main branch]
- The merging of xcode project files is done with PlistBuddy, but with the amount of operations we do now, it takes seconds to make one project. This will need to change
- This is still only enabled when GPF is run with -xcconfig
#rb self
#preflight skip
[CL 21322780 by Josh Adams in ue5-main branch]
- Now each project node is its own class, and they can reference each other
- Projects with only one sub index target now have it rolled up into the main Index target
- Extension support is removed (will return later with an entirely new way to handle unique cases like that)
- Allowed an exception for UHT when disabling plugins on arm64, since Indexing needed the headers to have been generated
#rb self
#preflight skip
[CL 21269167 by Josh Adams in ue5-main branch]
- Requires -xcconfig on the GenerateProjectFiles commandline
- Resurreceted the old non-xcconfig code in another namespace so that we can have both code paths side-by-side
- Had to change a little bit of XcodeProjectFileGenerator to manage the side-by-side classes
#preflight 62d61dbf164251d065b9388b
[CL 21164425 by Josh Adams in ue5-main branch]
#fyi Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Added support for .xcconfig files, currently for project and targets, but we can make specific config ones (Debug vs Development, etc)
#rb adam.king
#preflight skip
[CL 21091241 by josh adams in ue5-main branch]