- Allows a target to change how it is packaged, staged and deployed - for example, when packaging for a specific game store
Hooked into Windows only at the moment, configured via:
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
CustomDeployment=MyCustomDeploymentHandler
#jira UE-179187
#rnx
#rb Eric.McDaniel
[CL 27370777 by david harvey in ue5-main branch]
Resolved by adding IProcessResult::bExitCodeSuccess virtual property which may be overridden on the affected platforms to explicitly indicate which exit codes are allowed.
#preflight 6462a07a592448f08bde34e4
#rb David.Harvey
#jira UE-178885
#rnx
[CL 25497459 by Wojciech Krywult in ue5-main branch]
Game client now accepts only -filehostip for connection to a CTOF server, -cookonthefly is no longer necessary and is ignored.
Game client will now receive ProjectName (ProjectId), Platform (OplogId), Zen server host name and port from COTF server if running with zenstore.
Fixed issues with generating the ProjectId from a path where drive letters where lower case.
#rb zousar.shaker pj.kack
#preflight
[CL 24889513 by dan engelbrecht in ue5-main branch]
Fix bug where quick launching with cotf from a debug editor failed to launch the cook server due to a missing or old development editor executable.
Since the default executable is the the console -cmd.exe one, implement ShellExecute to open a separate shell for the server output, also fixes duplicated stdout lines in that window.
Improve BuildCookRun log messages for booting and shutting down server and client.
#jira UE-173897, UEENGQA-80955
#rb carlmagnus.nordin
#preflight 63ca9499c503023ab986b09c
[CL 23788926 by PJ Kack in ue5-main branch]
#review-23101439 @Brandon.Schaefer, @Zack.Neyland
#jira UE-139484
#preflight 636e8ebc5368a3230aace90b
[CL 23108107 by robert seiver in ue5-main branch]
Makes connecting to cotf faster on some platforms.
Removes warnings like: LogSockets: Warning: Could not serialize fe80::edc3:3284:5b1b:1f32%7, got error code SE_NO_ERROR [0]
Makes the string shorter and more readable.
Test:
RunUAT.bat BuildCookRun -project=Samples\Games\ShooterGame\ShooterGame.uproject -platform=XYZ -config=development -build -cookonthefly -stage -run
FileHostIp example on PC & android:
Before: -filehostip=127.0.0.1+fe80::edc3:3284:5b1b:1f32%7+10.24.101.44+::1+127.0.0.1+fe80::58d4:b8b3:ff7a:4974%9+172.18.240.1
After : -filehostip=127.0.0.1+10.24.101.44+172.18.240.1
FileHostIp example on console:
Before: -filehostip=127.0.0.1+fe80::edc3:3284:5b1b:1f32%7+10.24.101.44+::1+127.0.0.1+fe80::58d4:b8b3:ff7a:4974%9+172.18.240.1
After : -filehostip=10.24.101.44+172.18.240.1
#jira none
#rb carlmagnus.nordin, per.larsson
#rnx
#preflight 62722ddafe45c124493258a8
[CL 20038819 by PJ Kack in ue5-main branch]
Delete the RunFileServer logic since the UnrealFileServer.exe does not exist any more.
#jira none
#rb carlmagnus.nordin
#rnx
#preflight 622a00311f1ec97d4eb68455
[CL 19334986 by PJ Kack in ue5-main branch]
It is only relevant when running the editor executable.
#jira none
#rb trivial
#rnx
#preflight 6229c5fa695c94f981f62cf1
[CL 19334061 by PJ Kack in ue5-main branch]
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 @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier 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]
Move Project class into a namespace (rather than global class), and consequent using changes to consumers of the class.
#jira none
#trivial
#ROBOMERGE-SOURCE: CL 16933076 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16933088 by jonathan adamczewski in ue5-release-engine-test branch]