UAT RunClient: Continuously redirect output to uat stdout while client is running.
UAT RunClient: Add a process wrapper to kill client process when uat exits and to write the adb device log file to the host pc directories.
UAT RunClient: Push the ClientCmdLine args as a UECommandLine.txt file to the device to the correct location (different for adb deploy and android file server) to override the stage/apk command line.
UAT MakeApk: Add a UECommandLine.txt cache file to the intermediate directory to invalidate the apk when the stage/apk command line changes (e.g. when switching between CBTB or COTF or cooking with/without Zen).
LaunchAndroid.cpp: Add debug output for which override command line file that is being used.
LaunchAndroid.cpp: Implement missing -waitforattach/-waitfordebugger feature.
DataDrivenPlatformInfo.ini: set bUATClosesAfterLaunch=false to stop the editor from passing -nokill to uat to let it stop all processes when the client exits..
#jira none
#rb chris.babcock
#rnx
#preflight 6245849873665f7d5e4f0a18
#preflight 624be1f3dc6183e3f5518801
[CL 19621549 by PJ Kack in ue5-main branch]
Android_Preview_OpenGL sets FX.AllowGPUSorting to be consistent with device
FX.AllowGPUSorting has ECVF_Preview flag now to allow this
#rb Allan.Bentham
#jira UE-141586
#preflight 620532fc9d0b224b895f11a3
#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 18937062 in //UE5/Release-5.0/... via CL 18937617 via CL 18938152
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18938190 by florin pascu in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Renamed FDataDrivenPlatformInfo::AudioCompressionSettingsIniSectionName to TargetSettingsIniSectionName. It's now used to populate PlatformMask at runtime, to make sure that it matches between cook and runtime. Before it was possible to cook with e.g. GRayTracingPlaformMask=0, but then the cooked game would run with GRayTracingPlaformMask=1.
#rb Patrick.Kelly
[FYI] Patrick.Kelly, Daniel.Wright, Josh.Adams
#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 16825469 via CL 16825718
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16825756 by krzysztof narkowicz in ue5-release-engine-test branch]
- MediaModule now uses the platform Guid from DDPI instead of having a per-platform MediaInfo module that only supplied a Guid. Deleted many platform extension modules
#rb thomas.engel
[CL 14824685 by Josh Adams in ue5-main branch]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI
[CL 13966487 by Josh Adams in ue5-main branch]
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei
[CL 13816905 by Josh Adams in ue5-main branch]