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MAJOR FEATURES + CHANGES
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Change 2857832 on 2016/02/05 by Ben.Marsh
GitHub #1959 - Prevent UELinkerFixups file from using shared PCHs; it doesn't necessarily have the right compile environment to be able to use them.
Change 2858189 on 2016/02/06 by Ben.Marsh
Allow runtime dependencies to be optional, so we can allow games to be staged without requiring PhysX/Apex PDBs.
Change 2858968 on 2016/02/08 by Ben.Marsh
Allow plugins to be enabled/disabled depending on different target types. Contributed by Ben Everett/Hi-Rez Studios.
Change 2859325 on 2016/02/08 by Ben.Marsh
Stop adding a debug output device if it goes to the same place as the regular log output device. Prevent output messages printing to the log twice on Mac.
#codereview Michael.Trepka
Change 2859995 on 2016/02/09 by Matthew.Griffin
Changed UnrealFileServer to be non-monolithic so that it doesn't include code that is not public
Change 2860393 on 2016/02/09 by Ben.Marsh
Add support for pre and post build steps for projects and plugin files. Steps are specified as a list of shell commands per-target platform, and are written to a shell script by UBT. Whenever the target is built, the pre-build steps are executed before UHT, and post-build steps are executed at the end.
The following target properties are expanded with UBT properties in the commands: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile), $(PluginDir).
Example JSON fragment:
"PreBuildSteps": {
"Win64": [
"echo EngineDir=$(EngineDir)",
"echo ProjectDir=$(ProjectDir)",
"echo TargetName=$(TargetName)",
"echo TargetPlatform=$(TargetPlatform)",
"echo TargetConfiguration=$(TargetConfiguration)",
"echo TargetType=$(TargetType)",
"echo ProjectFile=$(ProjectFile)",
"echo PluginDir=$(PluginDir)"
]
},
Change 2860504 on 2016/02/09 by Ben.Marsh
Remove nodes from the grid view that we don't have any data for.
Change 2860592 on 2016/02/09 by Ben.Marsh
Add script to copy all UAT/UBT build products to another directory. To be used to avoid compiling multiple times on build system.
Change 2861087 on 2016/02/09 by Ben.Marsh
Allow UAT binaries compiled on the initial agent to be copied to all other agents in a build. Saves a lot of startup time on Mac, in particular.
Change 2861788 on 2016/02/10 by Ben.Marsh
Fix warnings and mangled notification email if triggers finish before all their jobsteps have been created.
#lockdown Nick.Penwarden
[CL 2863732 by Ben Marsh in Main branch]
Also fixed spelling mistake in function that made it hard to find all instances of the same thing
#codereview James.Moran
[CL 2607567 by Matthew Griffin in Main branch]
Removed Saving from the Project Manager's SetPluginEnabled function, setting a dirty flag instead, as it won't be able to check source control
Added a new function to save the current project from the Project Manager and clear the dirty flag on success
[CL 2588323 by Matthew Griffin in Main branch]
The auto-startup module list is now compiled to:
1. Exe if the target is a program.
2. Game module binary if the target is game, editor etc.
#codereview Robert.Manuszewski
[CL 2344885 by Jaroslaw Palczynski in Main branch]
There is now a consistent set of methods for module loading, unloading and lookup that all behave in the same expected way.
- renamed GetModuleInterface to GetModule and made it not assert
- removed GetModuleInterfaceRef
- namespace enums to enum classes, NULL to nullptr
- moved important public methods to the top, so they're easier to discover
- added missing & improved existing documentation
- cleaned up existing use cases
[CL 2109936 by Max Preussner in Main branch]
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
TTP# 332489 - TOOLS FEATURE: Editor: Allow user to designate which platforms a project is designed for; warn user when deploying to platforms that will result in a bad time
There is now a "Target Platforms" tab in the project settings which allows you to choose which platforms your project will target. This information is stored inside the .uproject file.
If you try and launch, cook, or package for a project that isn't on the supported list, then you'll see a suppressible warning notifying you that the project may not run as expected. This is also conveyed to you via a warning icon next to platforms which aren't set as a target.
Additionally the target platform icons are shown in the tooltip on the "Open Project" dialog, as well as in the tab area of the level editor.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2088161 by Jamie Dale in Main branch]