* Missing ThinApp.sh
* Missing some quotes around a variable in GenerateUniversalDSYM.sh
* Correctly filter out the stub .app's and such when copying the Staged data directory into the .app
* Disabled the Mac's Sign To Run Locally option by default, as that causes Xcode's Validation/Upload to not have the team name embedded in it, causing a hassle while pushing up to AppStore/TestFlight
* Fixed the PRODUCT_NAME for BP projects
* Made CrashReportClient be a sandboxed app that inherits from parent
* Fix Hybrid apps to check all platforms before in the project generator, so that if a project needs a temp target for IOS (via a plugin)
* For hybrid projects, don't append Game to the end of the Game target names, as that is the default, and it makes for better named products
* Disabled the LoginFlow module from OnlineFramework plugin - this was causing issues with having CEF and EpicWebHelper embedded into a sandboxed .app, and LoginFlow isn't seemingly actually used by anything
#jira UE-196297,UE-196299,UE-196296,UE-196300,UE-196295
#rb adam.kinge
[CL 28463729 by josh adams in ue5-main branch]
Adapting the ConcertSyncServer and the UnrealMultiUserServer configs and code to work with QuicMessaging as an alternative to UdpMessaging.
#rb jason.walter, manuel.lang
[CL 26176714 by valentin ritzi in ue5-main branch]
Add -fastexit parameter to terminate process instead of shutting down engine.
Turn off build target features to build less code (total dll size reduced from 56 MB to 46 MB).
Disable external profiler supports (skips loading of some dlls).
Don't spawn any reserve workers (by adding a DefaultEngine.ini for UnrealPak).
Make UnrealPAk compile in Test config (by fixing compile error in PerforceConnection.cpp).
#rb carlmagnus.nordin
#rnx
#preflight 63e5eaf66473b534f14e377b
[CL 24118943 by pj kack in ue5-main branch]
- Service status & controls
- Version information
- GC status & control
Depends on https://p4-swarm.epicgames.net/reviews/23337377
#rb matt.peters
#preflight 638fa4a167018b14b5be45b5
[CL 23415939 by Zousar Shaker in ue5-main branch]
- Changed the very high level loop over targets and architectures to move the Architecture as innermost loop - this allows each target to compile with different architectures in the case of mutli-target compiling
- Added [Editor]DefaultArchitecture to Mac ini's - the [Editor]TargetArchitecture property is now what the target _supports_, and Default is what it will be built with if no architecture is specified (usually will be "Host" to indicate that whatever the current host platform is will be what is compiled. "All" can be used to compile Fat binaries by default.
- Updated the LinkEnvironment constructor that takes another LinkEnvironment and an Architecture, to filter the input files for that architecture, and removed the similar code from MacToolchain
- Updates for Programs for Mac compilation, either:
- Adding an .ini and a .uproject files - programs need a .uproject for UBT to be able to find their Config directory in a standard way)
- Marking the Target as not supporting Mac (some programs call Windows code directly)
- Updating libs to be fat (intel+arm)
#rb david.harvey
#preflight 638e47395624e6da5e9658d6
[CL 23397419 by Josh Adams in ue5-main branch]