Commit Graph

10 Commits

Author SHA1 Message Date
Josh Adams
2bbade0632 - Removed AndroidStudio installer for non-existant "MacArm" platform until we have a solution for arm-specific installers
#rb trivial
#fyi chris.babcock

[CL 25726915 by Josh Adams in ue5-main branch]
2023-06-01 10:55:01 -04:00
Chris Babcock
a7b817d8ca Upgrade Android Studio and Gradle (OpenJDK 17 from 2202.2.1 and Gradle 7.5)
#jira UE-182869
#android
#review @Jack.Porter
#rb Ben.Temple

#preflight https://horde.devtools.epicgames.com/job/6470fd1fd729def34b72a8ff

[CL 25651882 by Chris Babcock in ue5-main branch]
2023-05-26 16:03:01 -04:00
Josh Adams
e1e330be49 Fixed up Androd installation via Turnkey:
- Moved running AndroidStudio to install the commandline tools into the InstallSDKfunction, out of the Prerequisites, which now just now makes sure AndroidStudio is installed
- Added direct AndroidStudio download to Turnkey, usable by all licensees (no need to host the installer at each studio now)
#preflight 63cea450976daa618c0498ec
#rb chris.babcock

[CL 23812459 by Josh Adams in ue5-main branch]
2023-01-23 10:42:04 -05:00
chris babcock
91a9430cc8 Turnkey support for Android on Mac
#jira UE-137933
#android
[REVIEW] [at]Jack.Porter
#rb Jack.Porter
#preflight https://horde.devtools.epicgames.com/job/6357e9a87261e565c46da243

[CL 22793027 by chris babcock in ue5-main branch]
2022-10-26 17:31:02 -04:00
Josh Adams
919b2d5140 - Added some example TurnkeyManifest xml files for licensees to use as a starting point for their own hosting
#rb trivial
#jira none
#preflight skip

[CL 19562586 by Josh Adams in ue5-main branch]
2022-03-30 15:18:57 -04:00
David Harvey
8fba7c0d54 Adding support for additional Turnkey manifests in the Engine/Platforms folders.
#jira UE-131880
#rnx
#preflight 62149e067e789518f7d2a12b
#rb Eric.McDaniel, Josh.Adams

[CL 19085326 by David Harvey in ue5-main branch]
2022-02-23 03:36:00 -05:00
Josh Adams
60c8673e12 - Updated Turnkey studio settings (split into separate .xml file so it can be read without trying to hunt down server files, added idea of what platforms are supported by the studio). Set Epic settings
- Return more info from Turnkey so callers can know if Turnkey can install full or autosdks (based on studio settings)
- Added idea of project settings having custom builds that can be run from Turnkey (and with a later checkin, Platforms menu in the editor)
#rb ben.marsh (just the code that chains Automation commands, as seen in ExecuteBuild)

[CL 14916239 by Josh Adams in ue5-main branch]
2020-12-14 14:46:33 -04:00
Josh Adams
de850319ff Turnkey:
- Added SDK installation pre/post-ambles so the platform can give user more
information on what's happening, and what to do on a failure (or a success)
- Added some defaults for Studio settings in TurnkeyManifest.xml, to show how to set in a studio's .xml file
- Added/updated some Studio settings/names
- Added bCanConnect flag to DeviceInfo (in case a platform can list devices even if they are unable to flash/run/etc - in which case the fields may or may not be correct)
- Added $(AllPlatforms) and $(AutoSDKPlatforms) built-in variables

[CL 14219769 by Josh Adams in ue5-main branch]
2020-08-31 12:05:23 -04:00
Josh Adams
8bba31fece - Turnkey embracing AutoSdk system
- Added "expansion" which can find valid Sdks (to use with AutoSdk, etc)
- Added very early Build discovery to use with Gauntlet

[CL 13309975 by Josh Adams in ue5-main branch]
2020-05-14 13:55:47 -04:00
Josh Adams
fff05067b6 - Cleaned up manifest locations, finally checking in some manifests
- Epic's manifest uses google drive, with the "secrets" file pointed to via a variable in the TurnkeyManifest
- Improved caching saving/loading
- Have switchig BuildOnly Sdks working well

[CL 13240337 by Josh Adams in ue5-main branch]
2020-05-07 17:05:50 -04:00