Staged builds are explicitly assigned a project id via the persistent UECommandline.txt file. This works on mobile/consoles, but isn't implemented for Windows/Linux/Mac, so staged builds for those platforms don't have a persistent assignment of project id and instead rely on the launch by the editor including the appropriate commandlines.
Unstaged builds on Windows/Mac/Linux now determine project id independently after they have determined the project file path. This happens after the project file has been determined and has had case corrected. This ensures it is different/unique for multiple blueprint projects that share the same executable.
Fix a bug where second cook in editor to zen would stall because the queue thinks all additions are finished due to a boolean that isn't reset.
#rb devin.doucette
#rb per.larsson
#preflight 61b39a35a2562c8b1c40f81e
#ROBOMERGE-AUTHOR: zousar.shaker
#ROBOMERGE-SOURCE: CL 18432317 in //UE5/Release-5.0/... via CL 18435404
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435895 by zousar shaker in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This adds support for running Editor in BuildGraph Command and Commandlet tasks where the Project at hand has it's own BuildEnvironment.
#jira none
#rb ben.marsh
#preflight 6143be8d9bba9a0001dfc9ee
#ROBOMERGE-AUTHOR: geoff.evans
#ROBOMERGE-SOURCE: CL 17546102 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17546103 by geoff evans in ue5-release-engine-test branch]
Making project file generation wrt to target files consistent for temporary targets ( used for BP-only projects that are either nativized or enable a non-default plugin ) and project file generation. Temp targets generated in this way didn't previously set DefaultBuildSettings to v2.
#rb none
[FYI] Sebastian.Thomeczek
[FYI] Jonathan.Adamczewski
#ROBOMERGE-SOURCE: CL 17390240 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17390267 by branden turner in ue5-release-engine-test branch]
Add a layer of caching to avoid running msbuild as much as possible.
#jira UE-109181
#rb ben.marsh
#ROBOMERGE-SOURCE: CL 17102399 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17102408 by jonathan adamczewski in ue5-release-engine-test branch]
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.
#rb ben.marsh
[CL 14834347 by Joakim Lindqvist in ue5-main branch]
Also removed usages of automationtool launcher in netcore as we no longer need it.
#rb ben.marsh
#jira UE-102151
[CL 14663048 by Joakim Lindqvist in ue5-main branch]
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.
Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.
Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects
#rb none
[CL 14301890 by Ben Marsh in ue5-main branch]
#rb none
#jira
#ROBOMERGE-SOURCE: CL 12489772 in //UE4/Release-4.25/... via CL 12489774 via CL 12489779
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)
[CL 12489787 by ben marsh in Main branch]
#rb none
#jira
#ROBOMERGE-SOURCE: CL 12487058 in //UE4/Release-4.25/... via CL 12487062 via CL 12487069
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)
[CL 12487632 by ben marsh in Main branch]
Additionally allow monolithic programs inside platform extensions to ouput to the Binaries directory in the extension.
[at]brian.white, [at]josh.adams, [at]ben.marsh
#jira UE-81798
#rb ben.marsh
#ROBOMERGE-SOURCE: CL 11655119 in //UE4/Release-4.25/... via CL 11655234
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11655284 by anthony bills in Main branch]