* Leaf node data is always packed at the start of the output stream, followed by chunk interior nodes, followed by directory nodes.
* Interior nodes now use the IoHash of the last serialized child node to determine slicing points. Previous implementation used a BuzHash from the start of the node, which resulted in not using a sliding window.
[CL 25815424 by Ben Marsh 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]
- Rename StorageClientBase to BundleStorageClient. The current implementation assumes that bundles will be used for storage.
- Use ReadAsync() methods on NodeHandle to expand content, rather than requiring a TreeReader to be passed around.
#preflight none
[CL 25737520 by Ben Marsh in ue5-main branch]
* New binaries with bug fixes
* Removed BoxManaged code now when ubt is using pinvoke instead
#preflight 645c9d182965f6ea8e7627ee
#rb none
[CL 25697589 by henrik karlsson in ue5-main branch]