Commit Graph

38 Commits

Author SHA1 Message Date
michael karambelas
41478e76dc P4 MergeTool stomped the static variable when merging the file from Release-21.10
#rb John.Wilson
[FYI] Marcus.Wassmer

#ROBOMERGE-AUTHOR: michael.karambelas
#ROBOMERGE-SOURCE: CL 20394385 via CL 20394572
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20398658 by michael karambelas in ue5-main branch]
2022-05-27 16:49:07 -04:00
michael karambelas
2a286fdc78 Created a UBT commandline argument to suppress the SDK warnings when running UBT from a Warning level to Log. The suppression occurs during when UEBuildPlatformSDK.cs is printing SDK info to console/log.
There are steps in Horde where we generate project files for Verse, and are seeing the warning for all the Apple platforms. This gives us a way to suppress those.

#rb Marcus.Wassmer, Markus.Breyer
[FYI] Josh.Adams, Jeff.Newquist
#preflight 628febe374630984fd50da88

#ROBOMERGE-OWNER: michael.karambelas
#ROBOMERGE-AUTHOR: michael.karambelas
#ROBOMERGE-SOURCE: CL 20393319 via CL 20393344 via CL 20394062 via CL 20394067
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20398621 by michael karambelas in ue5-main branch]
2022-05-27 16:48:03 -04:00
Ben Marsh
cbb950c578 UBT: Use ILogger throughout UBT, rather than legacy EpicGames.Core.Log methods. All output going forwards should use structured logging rather than String.Format style logging.
#preflight 628e9dc6e746de4961f60032

[CL 20373777 by Ben Marsh in ue5-main branch]
2022-05-25 19:55:37 -04:00
Joe Kirchoff
c512a89ace Rename UnrealBuildTool.EngineSourceDirectory -> Unreal.EngineSourceDirectory
#rnx
#rb trivial
#preflight 628e9fdaf622d972b59ebe85

[CL 20372061 by Joe Kirchoff in ue5-main branch]
2022-05-25 17:54:39 -04:00
Josh Adams
1ba5032db1 - Added concept of NONE desired AutoSDK level. This can be used to turn off AutoSDK on a per-platform basis via envvar (UE_AUTOSDK_DEFAULT_LEVEL and UE_AUTOSDK_SPECIFIC_LEVELS are the important envvars here, FULL is the default DEFAULT)
#rb david.harvey
#okforgitub public
#preflight 627a5b749d4909c3fc18aa9c

[CL 20121888 by Josh Adams in ue5-main branch]
2022-05-10 09:03:09 -04:00
Jack Porter
a5ea9572f5 Ignore iTunes DLL if the version number cannot be parsed as we expect
#jira UE-150784
#rb Adam.KingE
#preflight 627a44eb492212de07269b02

[CL 20120571 by Jack Porter in ue5-main branch]
2022-05-10 07:09:49 -04:00
Ben Marsh
f9192f643c Disable static analysis for C# projects during build.
#preflight 626c3cbeb046e6ecc32b0b0b

[CL 19984219 by Ben Marsh in ue5-main branch]
2022-04-29 15:50:26 -04:00
Tim Smith
04c076e820 Assortment of very quick UBT optimizations. 15% redunction in UBT null build for UE
#rb
#rnx
#preflight 6269818e8c2782e4f23e5285

[CL 19943474 by Tim Smith in ue5-main branch]
2022-04-27 14:16:14 -04:00
Tim Smith
36421e5c91 Minor refactor to UBT plugins.
Added support for props file for UBT plugins.  Needed for packaging of plugins having a ubt plugin

#rnx
#rb trivial
#preflight 62694f6a7f6900cdefa9431c

[CL 19939499 by Tim Smith in ue5-main branch]
2022-04-27 10:30:21 -04:00
Tim Smith
ee9ae5c66a Adding UBT plugin support currently only used by UHT
#rb jonathan.adamczewski ben.marsh
#preflight 625ff59ace2ef75d47707e74

[CL 19828042 by Tim Smith in ue5-main branch]
2022-04-20 08:27:26 -04:00
Tim Smith
9753bb366a Adjustments to the script module compiler code in preperation for use by UBT.
#rn trivial
#rnx
#preflight 625db2a9804460ab0fd83165

[CL 19792014 by Tim Smith in ue5-main branch]
2022-04-18 15:18:21 -04:00
Tim Smith
dfb68b18b4 Moved C# project build support from UAT to EpicGames.Build. Isolated code referencing Microsoft.Build into a dll to avoid any issues calling Assembly.GetTypes(). In prior code, it would attempt to resolve the types for things using Microsoft.Build.Framework and fail to load it. By resolving that issue, any future changes to UBT that will utilize this code will not result in any build/target scripts needing to be modified if they use Assembly.GetTypes().
#rnx
#rb jonathan.adamczewski
#preflight 625d7777d4124345879a84a7
#preflight 625d89af6813aa38e3cff392

[CL 19786950 by Tim Smith in ue5-main branch]
2022-04-18 12:17:12 -04:00
Ben Marsh
5c04c02bbe C#: Set default editorconfig rules for static analysis and code formatting under Engine/Source/Programs/Shared. Add editorconfig files with exceptions for EpicGames.Build and EpicGames.UHT until code can be reviewed by owners.
#preflight none
#preflight 62599c0679048b7e5e4e11cd

[CL 19772356 by Ben Marsh in ue5-main branch]
2022-04-15 12:31:15 -04:00
Tim Smith
129d33624a Updated EpicGames.Build to be a net6 project.
#rb jonathan.adamczewsky
#preflight 6258081cd606fd159ec036f8

[CL 19753396 by Tim Smith in ue5-main branch]
2022-04-14 07:44:59 -04:00
Tim Smith
84328d4425 Undo changes to EpicGame.Build for net6. Reference directory is causing issues.
#rnx
#rb self
#preflight 62571387153630bb90e0aad9

[CL 19743385 by Tim Smith in ue5-main branch]
2022-04-13 14:38:27 -04:00
Tim Smith
9323cfd427 Updated EpicGames.Build to be a net6 project.
#rb jonathan.adamczewsky
#preflight 6256fa78f7476d662c7a9ff3

[CL 19741580 by Tim Smith in ue5-main branch]
2022-04-13 12:50:05 -04:00
Josh Adams
604aec8368 - Allow for multiple full sdks for a platform (uses a new SDKCollection class to gather sdk versions and their validityt, etc)
- 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]
2022-04-08 15:34:51 -04:00
jonathan adamczewski
c1bb6901bf Upgrade to .NET 6.0
#jira UE-119846
#preflight 624cbb2ecc0872e96b0d5181

[CL 19652696 by jonathan adamczewski in ue5-main branch]
2022-04-06 14:46:50 -04:00
jonathan adamczewski
5053cae2d8 Launch UnrealBuildTool via dotnet unrealbuildtool.dll, not unrealbuildtool.exe
#jira none
#rnx
#preflight 624261bdb6084b98321e9251

[CL 19544939 by jonathan adamczewski in ue5-main branch]
2022-03-29 13:20:46 -04:00
jonathan adamczewski
5c68d1d9ef Revert //UE5/Main/... changelist 19531725 - return to NET Core 3.1
#preflight 62422fd0470aff98e946bfce
#jira UE-119846

[CL 19534572 by jonathan adamczewski in ue5-main branch]
2022-03-28 18:25:19 -04:00
jonathan adamczewski
18ac15cbb1 Upgrade to .NET 6.0
#jira UE-119846
#preflight 6241fc06470aff98e943c035

[CL 19531725 by jonathan adamczewski in ue5-main branch]
2022-03-28 15:30:56 -04:00
Tim Smith
76b3f0f74a Undo //UE5/Main/Engine/Source/Programs/... changelist 19477828
#preflight skip
#rnx

[CL 19477910 by Tim Smith in ue5-main branch]
2022-03-23 08:30:01 -04:00
Tim Smith
40be3125a0 Moved C# project build support from UAT to EpicGames.Build. Isolated code referencing Microsoft.Build into a dll to avoid any issues calling Assembly.GetTypes(). In prior code, it would attempt to resolve the types for things using Microsoft.Build.Framework and fail to load it. By resolving that issue, any future changes to UBT that will utilize this code will not result in any build/target scripts needing to be modified if they use Assembly.GetTypes().
#rnx
#rb jonathan.adamczewski
#preflight 623b0e64c73745c600b8e626

[CL 19477828 by Tim Smith in ue5-main branch]
2022-03-23 08:17:23 -04:00
Tim Smith
603b903987 Prepare UBT and automation code type scanning for the moving of the MSBuild code. This requires a change in how we handle the load failure of Microsoft.build.framework.
#rb leigh.swift
#rnx
#preflight 62337c800820efd0945e40d0

[CL 19424430 by Tim Smith in ue5-main branch]
2022-03-17 14:44:47 -04:00
jonathan adamczewski
2c3a702a8c Upgrade to nuget package Microsoft.Win32.Registry 5.0.0
#trivial
#jira none
#rnx
#preflight 62149c809e2201e214fe1a6c

[CL 19076594 by jonathan adamczewski in ue5-main branch]
2022-02-22 13:52:23 -05:00