[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]
* Use object type rather than var
* Remove double newlines
* Use pattern matching
#rnx
#preflight 647780095d23eca37d28a387
[CL 25706751 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: More automated code cleanup
#rnx
[CL 25695155 by joe kirchoff in ue5-main branch]
- When the App is alive and cellular is needed we show a "Waiting for cellular approval" notification
- When the app is killed you can accept cellular download from the notification tray.
- Still needs to rework cellular to connect it to the Java layer
- Accepting cellular when the app is open will replicated the value to the Java layer
#preflight 646f1b01f85111e06cf22e7f
[CL 25635253 by joakim trossvik in ue5-main branch]
In order to use multicast communication or broadcasts Android applications need the CHANGE_WIFI_MULTICAST_STATE permission and acquiring a WifiManager.MulticastLock
#jira UE-165411
#review @Bertrand.Carre, @Chris.Varnsverry, @Chris.Babcock, @Jack.Porter
#preflight 63e363beb923ed4bdd350643
[CL 24069824 by Rafa Lecina in ue5-main branch]