- Added ability to optionally skip SDK validation when making a Target instance even if we don't want to skip Target validation (used when we make the base UnrealEditor target to compare to project's Editor target - we don't need to manage SDK for that temporary UnrealEditor target).
- ShaderCompileWorker is now BuildEnvironment.UniqueIfNeeded, which will build into the project binaries dir if needed (based on per-project SDK override)
- UnrealPak is marked as not caring about an SDK versions so it can be built along with SCW that does care
- Added $(BinaryDir) variable to UEBuildTarget, etc, for the location of the first Binary in the output binaries
#rb David.Harvey, Joe.Kirchoff
[CL 31661939 by josh adams in ue5-main branch]
- Moved them into SDK.json
- Fixed up some deprecation warnings when tarrgeting macOS 13
- IOS is still using old .ini project setting method
#rb adam.kinge, carl.lloyd, zack.neyland
[CL 31651333 by josh adams in ue5-main branch]
Temporary put MacTargetPlatformSettings back to requiring sdk
Also add SetPlatformHiddenFromUI to remove Mac from Platform dropdown
#jira UE-207083, UE-207084
[CL 31550742 by florin pascu in ue5-main branch]
- Disabled VisionOS on Windows to reduce confusion that it might work for launch on
#jira UE-206988
#rb josh.adams
[CL 31525680 by josh adams in ue5-main branch]
Section Names for Windows/Mac/Linux/WindGDK will use the old names for compatibility.
#jira UE-206488
#rb Brandon.Schaefer, Josh.Adams
[CL 31522656 by florin pascu in ue5-main branch]
- Some static variables made it tricky, so added some support to make it simpler on users of the static variables
#rb David.Harvey
[CL 31431441 by josh adams in ue5-main branch]
We still have some chacks like "this != nullptr" and without this flag Clang is allowed to optimize it away as invalid.
#rb Joe.Kirchoff
#jira UE-205288
#rnx
[CL 31128334 by wojciech krywult in ue5-main branch]