- Added support for copying remote debugging files to SteamDeck when deploying
- Username is now pulled out of the Device info, or put on the commandline via -deviceuser to override
#rb brandon.schaefer
#jira none
#p4v-preflight-copy 19392535
#preflight 6233ac4af101b8d0afa9abf4
[CL 19428566 by josh adams in ue5-main branch]
UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath
Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal
#jira none
[CL 16648181 by jonathan adamczewski in ue5-main branch]
- Retooled some turnkey device management (DeviceInfo now knows its platform, so we don't need to associate a platform externally)
- Changed Control command to use Gauntlet devices to do the PowerOn etc type stuff since there is already support for device control in Gauntlet. Now Turnkey is more of an interactive/scriptable frontend to Gauntlet
- Allow for a platform to do a manual Sdk installation, which doesn't depend on finding a Turnkey file source
- Allow for a platform SDK to return custom versions. This is solely used by platform-specific code
#rb brandon.schaefer
[CL 15201829 by Josh Adams in ue5-main branch]
- Windows allows for any SDK to be used without updating Env vars, etc, so we don't really need a strict single "InstalledVersion" - we dynamically choose a version every run of UBT, and now Turnkey will match this logic
- Added device detection to Turnkey for Windows
#rb david.harvey,chris.waters
[CL 14995008 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]
#rb chad.garyet
#ROBOMERGE-OWNER: joe.barnes
#ROBOMERGE-AUTHOR: joe.barnes
#ROBOMERGE-SOURCE: CL 11582135 via CL 11582140 via CL 11582141 via CL 11582142
#ROBOMERGE-BOT: (v654-11333218)
[CL 11583188 by joe barnes in Main branch]
#rb chad.garyet
#ROBOMERGE-SOURCE: CL 11570592 via CL 11570597 via CL 11571462 via CL 11571518
#ROBOMERGE-BOT: (v654-11333218)
[CL 11571571 by joe barnes in Main branch]
#rb dan.phillips
#ROBOMERGE-OWNER: joe.barnes
#ROBOMERGE-AUTHOR: joe.barnes
#ROBOMERGE-SOURCE: CL 11547661 via CL 11547668 via CL 11547681
#ROBOMERGE-BOT: (v654-11333218)
[CL 11548004 by joe barnes in Main branch]