Updated a few project generators to be thread safe.
Fixed an issue where the vproject generation wasn't deterministic.
Updated the project generation to output the total time it took to execute.
Before: 21.62 seconds
After: 17.56 seconds
#jira
#rb joe.kirchoff
[CL 27179702 by bryan sefcik in ue5-main branch]
* Updating references to use dotnet
* Add new RunDotnet scripts
* Removing Mono sh scripts and references to them
#rnx
#jira UE-153293
#rb josh.adams, zack.neyland, brandon.schaefer
[CL 26737744 by Ryan Hummer in ue5-main branch]
- Added an example SwiftUI view shown on VisionOS, using UIHostingViewController (must be created in Swift, not Obj-C)
- Refactored AppleToolChainSettings and children so AppleToolChain can have a single Swift compile function, and still target the proper toolchain (more cleaning up and pulling into AppleToolChain should now be possible)
#rb joe.kirchoff
[CL 26346396 by Josh Adams in ue5-main branch]
Also updating VRTemplate to create projects with the new settings and removing daydream deploy logic.
#jira UE-183636
#rb jeff.fisher robert.srinivasiah
[CL 25895938 by KXOC in ue5-main branch]
* Use object type rather than var
* Remove double newlines
* Use pattern matching
#rnx
#preflight 647780095d23eca37d28a387
[CL 25706751 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: More automated code cleanup
#rnx
[CL 25695155 by joe kirchoff in ue5-main branch]
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]