- Windows will be first to use it, but in a future CL, with toolchain separate from Windows SDK
- Cleaned up some of the PlatformSDK API to have fewer public members (mainly so the functions that receive multiple versions can be automatically populated with the current single version functions in the subclasses)
- Updated the Turnkey menu to handle multiple versions
#jira none
#rb david.harvey
#preflight 62508cd8f10bcc0f4fa8b5d1
[CL 19692492 by Josh Adams in ue5-main branch]
- Enhanced Turnkey error reporting to the editor (TurnkeyContext now has Log and ReportError)
- Improved the SDK display in the editor
- Various bug fixes
- Renamed GetAutoSDKDirectoryForMasterVersion() to GetAutoSDKDirectoryForMainVersion()
#rb brian.white
#ROBOMERGE-SOURCE: CL 15357339 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15360341 by josh adams in ue5-main branch]
- Return more info from Turnkey so callers can know if Turnkey can install full or autosdks (based on studio settings)
- Added idea of project settings having custom builds that can be run from Turnkey (and with a later checkin, Platforms menu in the editor)
#rb ben.marsh (just the code that chains Automation commands, as seen in ExecuteBuild)
[CL 14916239 by Josh Adams in ue5-main branch]
- General fixes for some platforms
- DDPI now remembers the SDK version information from Turnkey
- Updated Turnkey Launch menu to have SDK information, including device software versions,
- Moved the initial turnkey query earlier before AutoSDKs are setup so envvars are not blown away for the child process
- Added concept of "Prepare For Debugging", but not enabled on any platforms yet (what it means is per platform, and is somewhere between cooking and packaging)
- VerifySdk Turnkey command now puts its output into a (x=y, z=w) format for easier parsing in C++
- NullCopyProvider now copies large remote files, and remote directories, locally before using
[CL 14377385 by Josh Adams in ue5-main branch]
- Now allow AutoSDK directory name and internal version to be separate (Android only using this for now)
- Some code cleanup with associated functions
[CL 14283427 by Josh Adams in ue5-main branch]
- 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]
- Added some Turnkey settings to IOSRuntimeSettings
- Added some of the IOSRuntimeSettings to be stripped out in the IniKeyBlacklist so that passwords aren't shipped
- Fixed smb: volume mounting in Turnkey
- Changed IOS prereq validation to be driven more by the bundleid, and then will hunt down a cert that matches the "best" provision that matches the bundleid. Then, uses the bundleid (with regex) to find a cert to install via Turnkey. Full wildcards can break it, so TeamID can be used to narrow down valid provisions
[CL 13886561 by Josh Adams in ue5-main branch]
- Added support for smb:// paths on Mac (mounts a volume and uses /Volumes, C# doesn't understand UNC paths)
- Updated path to .p12, and the signing identity from Apple Developer to Apple Development (as seen in latest certs)
- Added a new SdkInfo state (InvalidPrerequisites)
- Made IOS prerequisites not actually do any fixing if -UpdateIfNeeded is not specified
[CL 13864007 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]
- Refactored SDK versioning into more formalized APIs for all platforms. Currently UBT will not error with bad versions, but that is coming.
- Turnkey updated to use new BuildUtilities
#rb ben.marsh
[CL 13733158 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]
- Turnkey support for IOS (installing Xcode, installing .ipsw files, installing certs, updating and downloading provisions from Dev Center, etc) (initial version of a lot, but bare minimum working!)
[CL 13623669 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]