- You can override this to revert to the previous behavior by specifying -EnableLiveLinkFaceTracking on the command line.
- Modify ARKit module to not bind to its port by default unless specified by the command line
- Move ARKit server binding to its source instead of the module
This fixes an issue where starting two editors would make it impossible for one of them to use the ARKit livelink plugin since only one could bind to the ARKit port.
Moving it to the livelink source allows the user to pick which UE instance should bind the port.
#jira UE-205785
#rb jason.walter
[CL 31820784 by jeremie roy in ue5-main branch]
LiveLinkHub - Update cookededitor staging to include livelinkhub's executable and dependencies
Since LiveLinkHub can't read cooked content, we need to stage its dependencies separately.
In order to minimize the impact of LiveLinkHub's dependencies, the assets/plugins loaded by LiveLinkHub were audited so that we only stage the content we need, which currently sits at around 30 MB. This is in addition to the livelinkhub executable which sits at 242 MB.
LiveLinkHub's staging step can be enabled by adding the -set:WithLiveLinkHub=true flag in the horde job parameters.
More work will be done in subsequent releases to reduce LLH's executable size. We also want to allow LLH to read from cookededitor's pak file to reduce potential data duplication.
#jira UE-204936
#rb jason.walter, josh.adams
[CL 31721140 by jeremie roy in ue5-main branch]
Instead moved into Engine config and converted into a compile time constant compiled into CRCE.
#jira UE-114670
#rb johan.berg
[CL 30922341 by johan berg in ue5-main branch]
Change LiveLinkHub to use the card layout
Fix crash caused by null structdetailsview
Fix output log tab not being spawned when layout is restored
Clean up UI
#rb jason.walter
#jira UE-203919
[CL 30803792 by jeremie roy in ue5-main branch]
Previously, this dialog only had fixed support for Install and Browse commands. While sufficient in most cases, on some platforms they lacked a bit of additional flexibility.
Now, we may add badges with custom names launching arbitrary programs with optional command-line parameters. For instance,
ReleaseNotes=(Program="notepad.exe", Args="notes.txt")
Note that now actions are added in the order in which are defined in the .ini config.
The underlying implementation has been unified so Install, Browse and the new actions launch programs in exactly the same way, but the previous behavior and syntax for Install and Browse is still supported.
#rb David.Harvey, randy.jones
#rnx
[CL 30217662 by wojciech krywult in ue5-main branch]
* Missing ThinApp.sh
* Missing some quotes around a variable in GenerateUniversalDSYM.sh
* Correctly filter out the stub .app's and such when copying the Staged data directory into the .app
* Disabled the Mac's Sign To Run Locally option by default, as that causes Xcode's Validation/Upload to not have the team name embedded in it, causing a hassle while pushing up to AppStore/TestFlight
* Fixed the PRODUCT_NAME for BP projects
* Made CrashReportClient be a sandboxed app that inherits from parent
* Fix Hybrid apps to check all platforms before in the project generator, so that if a project needs a temp target for IOS (via a plugin)
* For hybrid projects, don't append Game to the end of the Game target names, as that is the default, and it makes for better named products
* Disabled the LoginFlow module from OnlineFramework plugin - this was causing issues with having CEF and EpicWebHelper embedded into a sandboxed .app, and LoginFlow isn't seemingly actually used by anything
#jira UE-196297,UE-196299,UE-196296,UE-196300,UE-196295
#rb adam.kinge
[CL 28463729 by josh adams in ue5-main branch]