This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Print path to log file, print a timestamp at the top of each log file, don't print (wrong) callstack location.
#jira none
#rb ben.marsh
#ROBOMERGE-SOURCE: CL 17351052 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17351057 by jonathan adamczewski in ue5-release-engine-test branch]
Move StartupTraceListener.cs to BuildUtilities
#jira none
#ROBOMERGE-SOURCE: CL 16608546 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16608556 by jonathan adamczewski in ue5-release-engine-test branch]
Default is still VS2019, running `GenerateProjectFiles.bat -2022` will create a solution and projects that pass -2022 to UnrealBuild tool when compiling from Visual Studio to force it to use the 2022 toolchain.
Please note, as the defaults are unchanged building from UnrealGameSync will still compile with VS2019 so I would disable that build if testing VS2022.
None of this is necessary to use VS2022, it can open VS2019 solutions and will use the Vs2019 toolchain to build.
#rb Ben.Marsh
#pf 60aebccd7d4b9f0001197729
[CL 16478477 by Joe Kirchoff in ue5-main branch]
- Improved GPF's SDK error printouts, with no more red error text, and just a list of bad platform SDKs, and a link to the log file to get the detailed information if desired
#rb ben.marsh
[CL 14475783 by Josh Adams in ue5-main branch]
- Streamlined the logs for bad SDK versions, especially when multiple platforms have bad SDKs
- Skip over non-enabled platforms in some Turnkey commands
[CL 14462457 by Josh Adams in ue5-main branch]
#rb none
#jira
#ROBOMERGE-SOURCE: CL 12356705 in //UE4/Release-4.25/... via CL 12356713
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v671-12333473)
[CL 12356726 by ben marsh in Main branch]
Look for a candidate file either based on the -project argument or if there is an argument that ends in .uproject. Then check if the candidate exists (e.g if it's a full path), if not use the ueprojectdirs entries to see if it exists in one of those directories.
(Note - it would be good to reconcile this code with some things in the Automation csproj that do the same thing, but there wasn't an obvious project for that to live in...).
[at]ben.marsh
#rb swarm
#ROBOMERGE-SOURCE: CL 11195074 via CL 11195078
#ROBOMERGE-BOT: (v640-11091645)
[CL 11195320 by andrew grant in Main branch]