To use this, simply define a type that Implement IBuildValidator and override GetLatestGoodBuild() to return a string to the path of the latest known good build
Then, run a gauntlet test where -build="LKG" OR -build="LatestGood"
#rb Ryan.Bazinet
[CL 34360418 by brendan lienau in ue5-main branch]
This mainly improves separation of concern. Additionally, desktops should now be able to skipinstall on build machines not using reservation blocks.
#rb marcelo.gomes
[CL 34281091 by brendan lienau in ue5-main branch]
This will make UnrealPak read from and use the project-specific ini files.
This will make UnrealPak write to and use the project-specific Saved directory, e.g. to save the UnrealPak.log file.
In the BuildCookRun/CopyBuildToStagingDirectory scripts always invoke UnrealPak with the .uproject file argument.
Always run UnrealPak itself with -nopak to avoid picking up and mounting any existing pak files in the project directory.
Motivation: When UnrealPak is run with -compressionEnableDDC it needs to use the project's ddc configuration instead of the engine's ddc configuration.
Note: When UnrealPak is invoked without the project argument it will still use the default program directory, and there is no change in behavior when e.g. manually executing inspection commands like list, extract and describe.
Note: All important packaging options are already passed on command line from BuildCookRun/CopyBuildToStagingDirectory, so from that perspective the change should be low risk, but in the future there is a possibility to reduce the number of command line options and rely on the project configuration instead.
#rb per.larsson
#tests identical binary output
[CL 34266589 by pj kack in ue5-main branch]
- Move previous iterations of the HordeReport to a legacy implementation section
- Reimplement AutomatedTestSessionData base TestData v2 data model
- Change ITestReport AddEvent signature in favor of using formating with params keyword
- Remove redundancy of ITestEvent based property (UnrealTestNode.Events)
- Use Dictionary for Artifact Files in UnrealAutomatedTestResult json data model instead of specialized image comparison type
#jira UE-214378
#rnx
#rb adam.miezianko, sean.sweeney, sebastian.lewicki
[CL 34234717 by jerome delattre in ue5-main branch]
Add zh-Hans as a culture to be generated s part of the default modular localization config files for plugins using auto loc.
- Simplified chinese (zh-Hans) will be added as a supported language for plugins that use auto localization moving foward.
#jira: FORT-750590
#rb: trivial
[CL 34210183 by leon huang in ue5-main branch]
[FYI] PJ.Kack
Original CL Desc
-----------------------------------------------------------------
UnrealPak: When the existing optional .uproject argument is provided first on the commandline, then let UnrealPak use that to set its project directory and override the monolithic engine program directory (Engine/Programs/UnrealPak).
This will make UnrealPak read from and use the project-specific ini files.
This will make UnrealPak write to and use the project-specific Saved directory, e.g. to save the UnrealPak.log file.
In the BuildCookRun/CopyBuildToStagingDirectory scripts always invoke UnrealPak with the .uproject file argument.
Motivation: When UnrealPak is run with -compressionEnableDDC it needs to use the project's ddc configuration instead of the engine's ddc configuration.
Note: When UnrealPak is invoked without the project argument it will still use the default program directory, and there is no change in behavior when e.g. manually executing inspection commands like list, extract and describe.
Note: All important packaging options are already passed on command line from BuildCookRun/CopyBuildToStagingDirectory, so from that perspective the change should be low risk, but in the future there is a possibility to reduce the number of command line options and rely on the project configuration instead.
#rb per.larsson
#tests identical binary output
[CL 34107564 by graeme thornton in ue5-main branch]
The optimization is enabled by default but can be disabled through project config:
[/Script/AutomationController.AutomationControllerSettings]
bPruneLogsOnSuccess=false
Sorting tests by failure type in json output is now disabled by default and can be enabled using this config:
bSortTestsByFailure=true
It resides in the same AutomationControllerSettings section.
#jira UE-215907
#rb sebastian.lewicki
[CL 34092189 by jerome delattre in ue5-main branch]
This will make UnrealPak read from and use the project-specific ini files.
This will make UnrealPak write to and use the project-specific Saved directory, e.g. to save the UnrealPak.log file.
In the BuildCookRun/CopyBuildToStagingDirectory scripts always invoke UnrealPak with the .uproject file argument.
Motivation: When UnrealPak is run with -compressionEnableDDC it needs to use the project's ddc configuration instead of the engine's ddc configuration.
Note: When UnrealPak is invoked without the project argument it will still use the default program directory, and there is no change in behavior when e.g. manually executing inspection commands like list, extract and describe.
Note: All important packaging options are already passed on command line from BuildCookRun/CopyBuildToStagingDirectory, so from that perspective the change should be low risk, but in the future there is a possibility to reduce the number of command line options and rely on the project configuration instead.
#rb per.larsson
#tests identical binary output
[CL 34089539 by pj kack in ue5-main branch]
Also deleted license file I submitted earlier as this was already submitted under a different name but identical content
[CL 34028151 by joakim lindqvist in ue5-main branch]