Fix cooker to store all metadata in the RemappedPlugins.
Fix cooker for even normal DLCs to store all metadata in the DLC's directory rather than the project's directory.
#jira UE-192828
#rn Bugfix, Core
#rb Zousar.Shaker
[CL 27205588 by Matt Peters in ue5-main branch]
-The logic in NativeProjects.cs IsHybridContentOnlyProject which decides whether we need to build an executable for a project was always using the buildhost platform (usually win64) to decide which plugins were active. This caused it to miss enabled code plugins that build for the actual target platform but not the host platform and potentially not do an executible build when one is required.
-Now we pass the TargetPlatforms for the current build into ConditionalMakeTempTargetForHybridProject so that we can test against them. If any project in this list needs code built we will make a temp target.
#jira UE-189611 UE-192833
#rb Josh.Adams
[CL 27101769 by jeff fisher in ue5-main branch]
* Give it a unique exit code
* And introduce a new output format MinimalError to give minimal info output, but as an error
#rnx
#jira UE-191956
#rb joe.kirchoff, marc.audy, bryan.johnson
[CL 26823591 by ryan hummer in ue5-main branch]
* Updating references to use dotnet
* Add new RunDotnet scripts
* Removing Mono sh scripts and references to them
#rnx
#jira UE-153293
#rb josh.adams, zack.neyland, brandon.schaefer
[CL 26737744 by Ryan Hummer in ue5-main branch]
Adding buildgraph option to EnablePlugins for cooking and building. Enabling a plugin in the buildgraph will enable it for cook and compilation but will not enable it in the application that must be done via other means
Updating BuildCookRun commands so they pass the EnablePlugins command through the build system
[FYI] Taylor.Robert
[CL 25881480 by eric knapik in ue5-main branch]
- Whether the binaries were created with debug info.
- Engine 'compatible' version from build info.
- CIS job URL that created the binaries.
- Currently executing CIS job URL.
#rb johan.berg
[CL 25796770 by robert millar in ue5-main branch]
[OverrideSDK]
SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e
[CL 25767233 by josh adams in ue5-main branch]
Tested with editor and packaged project builds with and without installed Vulkan SDK and it functioned as expected
#preflight 64653fcaf033744ae6af8e56
#jira UE-159251
#review-25517129 @josh.adams, @jeannoe.morissette
#rb Jeannoe.Morissette
[CL 25758808 by james singer in ue5-main branch]
Resolved by adding IProcessResult::bExitCodeSuccess virtual property which may be overridden on the affected platforms to explicitly indicate which exit codes are allowed.
#preflight 6462a07a592448f08bde34e4
#rb David.Harvey
#jira UE-178885
#rnx
[CL 25497459 by Wojciech Krywult in ue5-main branch]
- Only active when the project generator says it supports ContentOnly projects, although that is just for now until Xcode can test it out, in case it causes Visual Studio issues
#rb joe.kirchoff
#preflight 64638f4a4404e3cdd240327f
[CL 25490732 by Josh Adams in ue5-main branch]