Fixed issue with code stripping of frameworks not being restricted to local symbols
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 5435138 via CL 5438906 via CL 5438992
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5441671 by andrew grant in Dev-Networking branch]
-This fix breaks the ddc build, which is more important.
#rb build
#jira UE-67120
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 5423419 in //UE4/Release-4.22/... via CL 5423420
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5423534 by jeff fisher in Dev-Networking branch]
#jira UE-71596
#iOS
#tvOS
#4.22
#rb Jack.Porter
Moved the entitlements file generation from preinit to postbuild, so we can write the correct iCloud container settings
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: sorin.gradinaru
#ROBOMERGE-SOURCE: CL 5419244 in //UE4/Release-4.22/... via CL 5419247
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5421581 by sorin gradinaru in Dev-Networking branch]
UE-67297 ShaderCompiler crash when opening the editor with Morpheus plugin and project setting enabled
-Moved this shader file out of platform shader directory into the plugin shaders (it isn't actually for use on that platform, its used in the editor). Sadly we still need to use it from engine code if the shader file exists because a postprocesspass cannot be defined in a plugin and I couldn't find a way to pull the shader from the plugin and use it in the pass so I had to hardcode the shader path mapping for this plugin in launchengineloop. A rendering refactor is coming along that will make postprocess passes more like other passes, so it makes sense to defer refactoring this until after that.
#jira UE-67120 UE-67297
#rb Ryan.Vance
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 5417701 in //UE4/Release-4.22/... via CL 5417707
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5420956 by jeff fisher in Dev-Networking branch]
#rb #jira na
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 5361784 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5404294 by ryan gerleve in Dev-Networking branch]
Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.
Changes vs standalone Live++ version:
* UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
* Adding new source files is supported.
* Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
* Settings are exposed in the editor's project settings dialog.
* Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
* Does not require a standalone licensed version of Live++.
Known issues:
* Does not currently support class layout changes / object reinstancing
#rb none
[FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden
#jira
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5326306 by ben marsh in Dev-Networking branch]
- This keeps Mac from failing with SG_Com because now it only signs what has been staged via UBT/UAT
#rb michael.trepka (well, the concept, i had to get this in today, and he is OOO, but he will look at this tomorrow)
[FYI] michael.trepka
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5290031 via CL 5294615 via CL 5294617
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5303328 by josh adams in Dev-Networking branch]
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024 via CL 5226277
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5246044 by josh adams in Dev-Networking branch]
- Benefits are dubious, while its impact on the binary size is significant.
#rb none
#jira UE-70309
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 5087269 in //UE4/Release-4.22/... via CL 5087270
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5137627 by arciel rekman in Dev-Networking branch]
#jira
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 5055200 via CL 5055212 via CL 5057271 via CL 5057295
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5132586 by ben marsh in Dev-Networking branch]