Commit Graph

26 Commits

Author SHA1 Message Date
zack neyland
4a4cb1e663 - Fixed an issue with Xcode having stale bundle identifiers when codesigning BP projects (something old was being cached in Xcode's build cache, this change will force the bundle ID to be there so the cache won't cause problems)
#jira UE-174034
#rb adam.kinge
#preflight https://horde.devtools.epicgames.com/job/642ca39ef376ab43d2979d6c

[CL 24922333 by zack neyland in ue5-main branch]
2023-04-04 20:08:36 -04:00
calvin zheng
ee46c2c210 Fix Xcode build on Development config, VALID_ARCHS was not using the correct apple name
#jira UE-181647
#rb Josh.Adams. Zack.Neyland
#preflight 642471b6e11ce5214fa27791
#lockdown Rolando.Caloca

[CL 24849439 by calvin zheng in ue5-main branch]
2023-03-29 21:29:42 -04:00
calvin zheng
17f2b6268e Revert 5.1 QFE, make sure universal build works on installed build
#jira UE-179161
#preflight 64011dc4d249add4a2ff63c2
#rb Josh.Adams
#lockdown Rolando.Caloca

[CL 24525334 by calvin zheng in ue5-main branch]
2023-03-06 13:03:37 -05:00
josh adams
33568d64fa - Fixed warning about always running a script phase in Legacy XcodeProjects
#jira UE-169940
[REVIEW] Calvin.Zheng
#preflight 63ffa133e32cdb7d9ad23737

[CL 24470089 by josh adams in ue5-main branch]
2023-03-01 16:02:32 -05:00
Josh Adams
f4a23e2682 - Removed warning that the Sign Framework script would always run, with legacy xcode IOS projects
#rb tim.smith
#jira UE-169940
#preflight 63f5125c26233b957f762df1

[CL 24345711 by Josh Adams in ue5-main branch]
2023-02-21 14:07:23 -05:00
Josh Adams
371cba8fd8 - Fixed legacy Xcode project commandlines
#rb Silviu.Stancescu (tested)
#preflight skip

[CL 24325924 by Josh Adams in ue5-main branch]
2023-02-20 16:31:09 -05:00
Josh Adams
fb899b4003 - Missed a check for bMakeProjectPerTarget hceck in legacy xcode projects
#preflight skip
#rb trivial

[CL 24290423 by Josh Adams in ue5-main branch]
2023-02-17 15:55:46 -05:00
Josh Adams
4d71a93586 - Added ability to have a IDE project for each Target (UnrealGame vs UnrealEditor) and remove the Type from the Configurations (Debug, Development, etc - no more Development Editor config)
- Enabled for Xcode, added support but left disabled for VisualStudio
- For Games and Samples with multiple projects, a solution folder now contains them
#rb joe.kirchoff
#preflight 63efb20061378b7ea02bc32d

[CL 24285567 by Josh Adams in ue5-main branch]
2023-02-17 12:53:28 -05:00
josh adams
a90c774351 - Fixed non-Development plist naming when packaging before doing a Development package
#jira UE-175385
#preflight 63d4b6a3d21dbe1d297b59e2

[CL 23923435 by josh adams in ue5-main branch]
2023-01-31 01:15:57 -05:00
josh adams
21945ad416 - Fixed IOS/TVOS codesigning in InstalledBuild (caused by an issue when forcing InstalledBuilds to be Intel only on Mac - it was making all platforms Intel!)
#rb adam.kinge
#jira UE-174364
#preflight 63d43b23d21dbe1d2947f95b

[CL 23923424 by josh adams in ue5-main branch]
2023-01-31 01:15:41 -05:00
josh adams
1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
marc audy
ac008ae11b [Backout] - CL23757826
[FYI] jessica.agee, axel.riffard
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL23756123
[FYI] axel.riffard
Original CL Desc
-----------------------------------------------------------------
fix tvos signature #rb josh.adams #jira UE-174364 #preflight none

[CL 23760389 by marc audy in ue5-main branch]
2023-01-18 13:36:29 -05:00
jessica agee
c97a8eb024 [Backout] - CL23756123
[FYI] axel.riffard
Original CL Desc
-----------------------------------------------------------------
fix tvos signature #rb josh.adams #jira UE-174364 #preflight none

[CL 23760363 by jessica agee in ue5-main branch]
2023-01-18 13:35:55 -05:00
Josh Adams
083b8c59ae - Fixed legacy xcode projects when made for TVOS only - it was making Mac only projects
#rb trivial
#preflight 63c06cc01a06fc6105825888

[CL 23668957 by Josh Adams in ue5-main branch]
2023-01-12 15:45:06 -05:00
Josh Adams
844b22fdf0 - Fixing some issues (mostly with programs) on IOS/Mac
- Fixed executable path for programs under Restricted
  - Fixed paths when there's an ExeSubDir in the Target
  - Allow for codesigning frameworks under programs without a .uproject
#preflight 6397a2528c64c74ac8489545
#rb Rafa.Lecina

[CL 23484025 by Josh Adams in ue5-main branch]
2022-12-12 17:46:48 -05:00
Josh Adams
622efc4c0d - More Architecture cleanup
- Added UAT params to pass architecture by target type (-editorarchitecture, -clientarchitecture, -serverarchitecture, -programarchitecture). Keeping -specifiedarchitecture for compat, and it will set all the other 4 if they are not specified
- Changed ProjectGenerator to find Program .uproject files (logic was looking for .Target files under the .uproject's directory, which is not the case for Programs)
- Added two params to GetProjectArchitectures:
    - bGetAllSupported - used to get all supported architectures, not just the ones currently being built for (needed for XcodeProject to know what architectures to allow in the dropdown)
    - bIsDistributionMode - used to get architectures to compile when making distribution builds (probably want to compile all architectures for distro's)
- Removed the MacExports.TargetsAlowedForAppleSilicon, updated XcodeProject code to use the new GetProjectArchitectures()
#rb david.harvey
#jira none
#preflight 63909f217e0feab0b7bd8241

[CL 23428114 by Josh Adams in ue5-main branch]
2022-12-07 09:42:34 -05:00
calvin zheng
6e8536c5b4 5.1 QFE
This QFE addresses multiple issues with Mac builds in UE 5.1:

* Removed Apple Silicon from default build architectures if installed from Epic Games Launcher, as it is not yet supported in UE 5.1 as a default option.
   * Apple Silicon native build will be available in UE 5.1 through Epic Games Launcher at a later time, but for now please build from GitHub (URL for linking here - https://github.com/EpicGames/UnrealEngine/tree/5.1)
* Fixed a Mobile Preview crash on Mac when Mobile Deferred is enabled and Preview Rendering Level set to iOS Shader 3.1
* Fixed issue that was preventing movable lights from properly casting light on Mac

#jira n/a
#preflight n/a
#rb Ryan.Hummer, Rolando.Caloca

[CL 23230900 by calvin zheng in ue5-main branch]
2022-11-21 20:38:48 -05:00
Josh Adams
2e03486229 - Remove unused orientation parameters from GeneratePList, etc functions
#rb trivial
#preflight 63517e3e3d41a4455a390431

[CL 22661134 by Josh Adams in ue5-main branch]
2022-10-20 13:07:40 -04:00
calvin zheng
6300a2f9a3 Fix code sign error on QAGCookedEditor
#jira UE-165547
#preflight 633ef83fb20780acc19e2b7f
#rb rolando.caloca,josh.adams
#lockdown rolando.caloca

[CL 22388849 by calvin zheng in ue5-main branch]
2022-10-06 20:10:51 -04:00
josh adams
b4b723bfa6 - More modernization of Xcode, focusing on Mac, IOS plist still needs a lot of work
- Premade "template" plist files for Mac, MacEditor, IOS, and added a PlistMode to choose between updating a template plist (from engine) or using a "baked" out plist that Xcode won't really mess with (this is still a work in progress, as it still needs thought on how to handle IOS premade vs Mac template, etc)
- Updating icons to using xcassets instead of .icns file
- Added post build step for UBT to write out build versions (increments each build) to a .xcconfig for Xcode to put into the .plist, but it reads previous value. Not terrible, but it still  needs work

#rb adam.king
#preflight 632c7e8ee23e50651b43139b

[CL 22137251 by josh adams in ue5-main branch]
2022-09-22 11:42:27 -04:00
Bertrand Carre
241e69db84 Mac: Allow to launch UE Editor through XCode without commandline
#jira none
#review-22029391 @Josh.Adams @Rafa.Lecina
#preflight 632482cc3752284a318025a7

[CL 22049175 by Bertrand Carre in ue5-main branch]
2022-09-16 10:30:38 -04:00
Josh Adams
47372e99ae - Better solution for Xcode 14 requiring plist file for Mac local signing:
* Remove the "Mac short circuit" blocks of code in the project generator as it was skipping the code that sets up PLIST and BUNDLE_IDENT settings (which Xcode14 will need)
* Point Xcode at the temp plist files that project generator makes
* Make sure to copy the final plist on top of the temp plist file so Xcode will pull that one into the .app at the end
#preflight 6323ef8b74361465143e1b86

[CL 22045794 by Josh Adams in ue5-main branch]
2022-09-15 23:54:29 -04:00
Josh Adams
6dc98e43ae - Fixed bad xcode project format, missing a "
#jira UE-163738
#rb trivial
#preflight skip

[CL 22015002 by Josh Adams in ue5-main branch]
2022-09-14 16:13:38 -04:00
josh adams
6ba6e383d9 - Fix xcode 14 for mac that needs a plist generated for it
#rb adam.king,zack.neyland
#jira UE-156920
#preflight 631fb26a551a6a2554c16e2a

[CL 21986553 by josh adams in ue5-main branch]
2022-09-13 13:16:01 -04:00
Josh Adams
2060045e96 - More work on "modern xcode" mode (automatic signing works well, xcode can generate plists/entitlements, shared settings between Mac/IOS/TVOS). Needs the bUseModernXcode ini setting (see BaseEngine.ini) to activate
- Indexing improvements
- No longer asks to auto-create schemes, since we create all schemes needed
- Sped up the run-only project generation to skip a lot of cruft

#preflight 63041e960061f895d0fe3ccf
#rb ian.fox,roman.dzieciol (i am submitting without their final sign-off)
#preflight 63051c23516bef57ffb5b1c2

[CL 21517539 by Josh Adams in ue5-main branch]
2022-08-23 15:40:10 -04:00