- Added SDK installation pre/post-ambles so the platform can give user more
information on what's happening, and what to do on a failure (or a success)
- Added some defaults for Studio settings in TurnkeyManifest.xml, to show how to set in a studio's .xml file
- Added/updated some Studio settings/names
- Added bCanConnect flag to DeviceInfo (in case a platform can list devices even if they are unable to flash/run/etc - in which case the fields may or may not be correct)
- Added $(AllPlatforms) and $(AutoSDKPlatforms) built-in variables
[CL 14219769 by Josh Adams in ue5-main branch]
- Moved installation from manifest.xml to Automtion platform functions
- SdkInfo has been removed, now it's just FIleSource, which can be used generically
- Redid Expansion stuff completely, so it's inline into the FileSource fields
- Added support for list expansions (so we can use a variable in the .xml instead of enumerating a CopyProvider, can speed things up)
- Allow full wildcard support in GoogleDrive provider
- Not all SDkInfos have been converted to FileSources
[CL 13965630 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]
- There is a second Launch dropdown button for now, the original is still there for now (quick launch of previous device will not do Turnkey at this time)
- Various platform turnkey support updates
[CL 13653953 by Josh Adams in ue5-main branch]
- Added "expansion" which can find valid Sdks (to use with AutoSdk, etc)
- Added very early Build discovery to use with Gauntlet
[CL 13309975 by Josh Adams in ue5-main branch]
- Epic's manifest uses google drive, with the "secrets" file pointed to via a variable in the TurnkeyManifest
- Improved caching saving/loading
- Have switchig BuildOnly Sdks working well
[CL 13240337 by Josh Adams in ue5-main branch]