- bump "Started test case" log messages to Display when --debug is used
- additional duration log messages. Catch2 durations were never printed in sync with --debug log messages
- ability to specify a device and attach to a debugger when running the LowLevelTests script; ability to specify configuration type
#rb Devin.Doucette, Jerome.Dellatre
#preflight 631f554d705bdbceb5b91b82
[CL 21989658 by chris constantinescu in ue5-main branch]
Don't raise to an error as retries kick in and will throw when there are no retries left.
#rnx
#jira FORT-514357
#rb ryan.durand
#preflight none
[CL 21982447 by Ryan Hummer in ue5-main branch]
- Added code to patch paths for handling Programs having source in /Engine/Source/Programs/XYZ, their config fies, etc in /Engine/Programs/XYZ, and staging using /XYZ
- Mac can now apply -specifiedarchitecture to UAT builds of programs
- Added support to SlateUGS to load Pak files (programs have to opt-in to it in their main Build.cs)
#rb brandon.schaefer,david.harvey
#preflight 631a03202b7fe03eb6b0f16a
[CL 21894674 by Josh Adams in ue5-main branch]
+ set CookedEditor role in Gauntlet UE tests when -cookededitor switch is used
#jira none
#rb Nick.bullard
#preflight 631269c6a20b67673b862af4
#rnx
[CL 21849523 by Jerome Delattre in ue5-main branch]
Tidied up CSV reporting of values to be more spreadsheet friendly
Allow -AllCompile to be used independently of -editor / -client
#rb na
#preflgiht https://horde.devtools.epicgames.com/job/6312a54fab25bb91f5a7e838
[CL 21776180 by andrew grant in ue5-main branch]
GetProjectProperties uses PropertiesCache collection (hashmap) to store project properties indexed by PropertyCacheKey struct (.uproject path + platforms + configurations). However, it didn't work as expected because PropertyCacheKey has array members that are reference types. Without a custom hashing implemented, this key would generate different hash codes even if elements stored in the arrays were the same. As a result, querying the same properties multiple times would generate multiple entries in the cache e.g.
GetProjectProperties("foo.uproject", {UnrealTargetPlatform.PC}, {UnrealTargetConfiguration.Debug})
GetProjectProperties("foo.uproject", {UnrealTargetPlatform.PC}, {UnrealTargetConfiguration.Debug})
would create two entries for PC/Debug.
Resolved by implementing the full set of Equals, GetHashCode and comparison operators.
#preflight 630e8d14556fc14dce7d11c5
#rb David.Harvey
#jira UE-162001
#rnx
[CL 21720344 by Wojciech Krywult in ue5-main branch]
The problem was that blueprint-only projects would return true for IsCodeBasedUProjectFile during staging. The issue was triggered by CL 21214930 where PropertyCacheKey (ProjectUtils.cs) was added. Before this change GetProjectProperties worked based only on the path to .uproject. After the change, it also takes the platform and configurations into account. It means that:
GetProjectProperties("...", SomePlatform, Debug)
GetProjectProperties("...", null, Debug)
may return different results. While it's probably the core or the fix this change implemented, it may given unexpected results because when null is passed as a list of platforms, internally all available platforms are taken into account and if only one of them requires the project to be compiled IsCodeBasedUProjectFile will return true, which may not be what our code is expected to see. That's what happened during staging - IsCodeBasedUProjectFile was invoked two times in a slightly different way leading to the automation code handling blueprint-only projects in an inconsistent-way during the whole process.
Fixed by modifying DeploymentContext to initialize IsCodeBasedProject by passing both the current platform and configurations.
#preflight 630e6bd0501b64ba334c3c2a
#rb none
#jira UE-162001
#rnx
[CL 21711241 by Wojciech Krywult in ue5-main branch]