Commit Graph

416 Commits

Author SHA1 Message Date
danny couture 8f88f4a055 Add some useful Insights trace
#rb Francis.Hurteau

[CL 14487717 by danny couture in ue5-main branch]
2020-10-13 21:04:47 -04:00
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Josh Adams d0daf0380c - Moved valid device software (flash) versions into UEBuildPlatformSDK subclasses to put alongside the SDK version, and made them min-max
- 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]
2020-09-23 11:47:14 -04:00
Josh Adams d923000232 - Moved File | Package and Cook into Launch menu, which may become the Platforms menu (or similar)
- Can now cook for any platform (and will soon have a Prepare for Debugging option)
- All the packaging and cooking stuff are now in TurnkeySupportModule
- Allow per-platform configuration/cook target
- Added a temporary inactive menu item to point users to the Launch menu for packaging
- This is first pass on this, it's expected to change, even move locations, etc as feedback/needed dictate
#rb matt.kuhlenschmidt

[CL 14312841 by Josh Adams in ue5-main branch]
2020-09-14 17:08:13 -04:00
Ben Marsh 03675533ea Rename UE4Game -> UnrealGame, UE4Client -> UnrealClient, UE4Server -> UnrealServer.
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.

Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.

Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects

#rb none

[CL 14301890 by Ben Marsh in ue5-main branch]
2020-09-11 15:54:42 -04:00
Vincent Gauthier 9cda21ffb3 Prevent Save and Checkout dialog to show up when changing the layout of the Editor.
#jira UE-97890
#rb patrick.boutot

[CL 14293099 by Vincent Gauthier in ue5-main branch]
2020-09-10 16:35:26 -04:00
Josh Adams 38cc433287 - Hardened up the async SDK querying in the Launch On menu
#jira UE-98172
#robomerge release-5.0-m2

[CL 14275973 by Josh Adams in ue5-main branch]
2020-09-08 20:07:06 -04:00
Josh Adams f08d325fb5 - Added a dialog when File | Package detects an SDK installation error, but allows user to continue anyway, in case Turnkey is misdetecting SDK
#robomerge release-5.0-m2

[CL 14272101 by Josh Adams in ue5-main branch]
2020-09-08 14:07:20 -04:00
Marc Audy 7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Josh Adams 3ea1dad6a5 - Fixed a bug from WindowsNoEditor->Windows rename. Also hunted down other potential issues, and general cleanup of "NoEditor"
#jira UE-96471
#fyi daren.cheng

[CL 14142625 by Josh Adams in ue5-main branch]
2020-08-19 10:10:49 -04:00
Matt Kuhlenschmidt 8b44c8e450 Fix cut off text in the save layout dialog
[CL 14134648 by Matt Kuhlenschmidt in ue5-main branch]
2020-08-18 15:08:46 -04:00
Matt Kuhlenschmidt 0d3c28f946 Fix up save layout dialog. Updated styles and cut off buttons
[CL 14110182 by Matt Kuhlenschmidt in ue5-main branch]
2020-08-13 21:18:57 -04:00
brooke hubert 9fa4bf0f27 Move FEditorModeInfo and shared mode defines to EditorFramework module.
#rnx
#Jira UE-96448
#review-14071452
#rb jamie.dale lauren.barnes

[CL 14084099 by brooke hubert in ue5-main branch]
2020-08-11 16:46:17 -04:00
Marc Audy a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Josh Adams ad8a085050 - Fixed the Packaging PlatformName for Windows, and some mild future proofing for allowing Client target types (which is not exposed)
#jira UE-96302

[CL 14014992 by Josh Adams in ue5-main branch]
2020-08-03 14:31:13 -04:00
Josh Adams 5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams 94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
Marc Audy 11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
Louise Rasmussen ab4c110c34 Updated Window Menu Icons
[CL 13679497 by Louise Rasmussen in ue5-main branch]
2020-06-15 15:59:21 -04:00
Josh Adams d7a9c8edeb - Turnkey from Editor support (install Sdk, flash devices as needed, storing Sdk info in DDPI for display in Launch On menu, etc)
- There is a second Launch dropdown button for now, the original is still there for now (quick launch of previous device will not do Turnkey at this time)
- Various platform turnkey support updates

[CL 13653953 by Josh Adams in ue5-main branch]
2020-06-09 16:36:54 -04:00
Louise Rasmussen 54ddd4299e Updated File Menu Icons
#rb matt.kuhlenschmidt

[CL 13645263 by Louise Rasmussen in ue5-main branch]
2020-06-08 16:00:50 -04:00
Josh Adams d04b198d32 - Removed Win32 from being referenced in:
- BuildScripts so builders won't compile it
  - UBT platform registration and from being registered in UBT (so it won't show up in VS)
  - PlatformInfo (so it can't triggered from Package/Launch On)
#rb ben.marsh

[CL 13546702 by Josh Adams in ue5-main branch]
2020-05-26 12:07:45 -04:00
Matt Kuhlenschmidt fff0bb0a5e Initial implementation of a status bar. All it has right now is source control
Renamed old status bar API to TitleBar because thats where it was putting things. Fixed up a few use cases.  Other use cases will be moved to the status bar

#rb louise.rasmussen

[CL 13212075 by Matt Kuhlenschmidt in ue5-main branch]
2020-05-06 15:41:24 -04:00
josh adams ebc5ef12b8 - Fixed cis error
#rnx
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 12985630 in //UE4/Release-4.25/... via CL 12985634 via CL 12985637
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12985639 by josh adams in Main branch]
2020-04-22 19:28:33 -04:00
josh adams b58b7ce64d - Changed the File|Package menu for Windows to only show 32 or 64-bit options, based on the bTarget32Bit Windows project setting, so that it won't cook with Win64 but run with Win32
#jira UE-91656
#rb none
[FYI] ben.ingrame

#ROBOMERGE-SOURCE: CL 12984146 in //UE4/Release-4.25/... via CL 12984156 via CL 12984167
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12984173 by josh adams in Main branch]
2020-04-22 16:38:20 -04:00