This resolves a issue with PCBs were pdbcopy failed to run because it does not support portable pdbs.
#rb none
[CL 14837521 by Joakim Lindqvist in ue5-main branch]
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.
#rb ben.marsh
[CL 14834347 by Joakim Lindqvist in ue5-main branch]
Also cleaned up some output assemblies, preventing all transative references from being outputed (as we assume they build directly to the output directory instead). Unfortunatley the UBT references still cause tranastive dependencies to be copied as this is also a executable that needs to work outside of UAT as well, we should eventually move all UBT referenced code into BuildUtilities.
#rb none
#fyi ben.marsh
[CL 14775171 by Joakim Lindqvist in ue5-main branch]
Also reduces footprint on disk and speedsup builds slightly.
Also took a pass over all projects to fixup their output paths as there were some inconsitencies from my port to netcore.
Lastly I disabled the resource folders for everything but english to reduce some of the noise in the output folder, this just impacts which languages you get code analysis.
#jira UE-102147
#rb none
[CL 14651855 by Joakim Lindqvist in ue5-main branch]
Added a NET_CORE define to allow us to have changes side by side.
The AWS S3 changes are required due to us requiring to upgrade the S3 assembly version to get net core support (which made all methods async).
The ACL checks for files are not available in the system libraries of net core, as such the api is a bit different.
AutomationToolLauncher now just spawns a subprocess when used in netcore, as netcore does not support custom AppDomains and shadow copying. We will generally need to revisit this for netcore as this whole feature of building the source for UAT in UAT is not really possible.
To enable this set environment variable "UE_USE_DOTNET=1", note that with netcore all applications change their output path so this will likely break a bit of tooling when enabled.
#rb ben.marsh
[CL 14572339 by Joakim Lindqvist in ue5-main branch]
While these were present no csproj actually referenced them and built them, thus these files do not actually compile.
#rb none
[CL 14532228 by Joakim Lindqvist in ue5-main branch]
- Wrapped the build in try/finally to always clean up of the build directory.
- Fixed target platform construction to include the target architecture.
- Fixed target platform construction to log an error on failure instead of crashing on a null dereference later.
- Fixed configuration name comparisons to be case-insensitive.
- Added an optional BinOutputPath param to match LibOutputPath.
- Changed to an empty default MakeTarget because CMake was not generating a target with the previous default name.
- Changed BuildTargetLib to use cmake --build instead of implementing custom build logic for every target platform.
- Changed Linux to use CMake and make from the path instead of attempting to use the Mac binaries.
- Simplified the TargetPlatform interface to remove a lot of boilerplate code from the implementations.
#jira none
#rb Brandon.Schaefer
[CL 14439522 by devin doucette in ue5-main branch]
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]