- 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]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
- Previously, any changes made to AutoSDKs had to be submitted along with a bump in the version string returned by GetRequiredScriptVersionString(). Since this string is in UBT, the string has to be bumped in every branch where we need the AutoSDK changes to get applied.
- Now, the script version string is stored in Version.txt, meaning there's only one place the version needs to be bumped to force all UBT instances in all branches to reapply an SDK.
- Made GetRequiredScriptVersionString() private and removed platform implementations.
#rb Josh.Adams,Rolando.Caloca
#preflight 60804447a698b300013e5787
[CL 16076490 by Luke Thatcher 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]
- Updated versioning to pass to SetupAndroid scripts instead of the script hardcoding it
- Added idea of code-based "FileSource" objects that can be used to install an SDK without needing to copy an installer, it's all in the SDKInstall command
- Prereqs are not working yet for Mac/Linux (logic will need to be ported on those platforms to get it right)
#rb chris.babcock
[CL 15298669 by Josh Adams in ue5-main branch]
- Improved GPF's SDK error printouts, with no more red error text, and just a list of bad platform SDKs, and a link to the log file to get the detailed information if desired
#rb ben.marsh
[CL 14475783 by Josh Adams in ue5-main branch]
- Streamlined the logs for bad SDK versions, especially when multiple platforms have bad SDKs
- Skip over non-enabled platforms in some Turnkey commands
[CL 14462457 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]