- .ini settings for using SwiftUI main function
- this will eanble #defines, etc, to enable some embedded style functionality in UE, where SwiftUI will trigger when to create the engine/view/etc
- assume fully immersive mode, which uses CompositorServices to get drawables from SwiftUI land
- Added some code to FMetalViewport for using Composotir layer/drawable instead of CoreAnimation layer/drawable
- If the .ini setting is false, then it will use the original VIsionOS support which works generally in the simulator
- Also removed -lc++ commandline which was causing "duplicate -lc++" warning when building in recent Xcode
#rb adam.kinge
[CL 26769312 by Josh Adams in ue5-main branch]
- Refactored the IOS/TVOS support in BuildCMakeLib.Automation.cs to share code, so that the VisionOS support isn't a third copy/paste
#rb adam.kinge
[CL 26664135 by Josh Adams in ue5-main branch]
- Updated Build.cs for IOS group to allow VisionOS, and use the new PlatformModuleDirectory stuff to allow for platform extension (VisionOS) to use same code as non-extensions (IOS/TVOS)
#rb adam.kinge
[CL 26618503 by josh adams in ue5-main branch]
- Added an example SwiftUI view shown on VisionOS, using UIHostingViewController (must be created in Swift, not Obj-C)
- Refactored AppleToolChainSettings and children so AppleToolChain can have a single Swift compile function, and still target the proper toolchain (more cleaning up and pulling into AppleToolChain should now be possible)
#rb joe.kirchoff
[CL 26346396 by Josh Adams in ue5-main branch]
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26226852 by josh adams in ue5-main branch]
#fyi Josh.Adams
#jira FORT-626566 (edited)
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26223564 by keaton stewart in ue5-main branch]
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26221679 by Josh Adams in ue5-main branch]
- Removing D3D12RHIBasePrivate.h in favor of platform versions of D3D12RHIDefinitions.h, D3D12DiskCache.h, and D3D12PipelineState.h
- These will eventually be included via their non-platform header after other code is moved around.
- Putting D3D12ThirdParty.h platform include in its own contained header.
#jira UE-184506
#rb david.harvey
#preflight 644bfc2605433d31e50f5e9a
[CL 25236457 by christopher waters in ue5-main branch]
- Restrict D3D12RHI to Microsoft platforms. UBT was building the module on every platform when -allmodules was set.
- Moving a few build script items into individual platform scripts instead of being based on the platform group.
- Adding Platform specific versions of D3D12RHISubmission.h and moving FD3D12Payload into those files.
- Moving ED3D12QueueType to its own file, D3D12Queue.h. This should eventually also contain FD3D12Queue.
- Adding missing includes to D3D12RHISubmission.h so it can compile on its own.
#jira UE-184506
#rb david.harvey
#preflight 644a9c7a401d328ad9b5955b
[CL 25217488 by christopher waters in ue5-main branch]
- No longer try to grab the output from IOS with QuickLaunch as idevicedebug is killing the app too quickly
- The modern Staged directory can now be shared between Development/Shipping/etc, for grabbing any non-Framework .dylibs (like steam)
- Removed the extra --generate-entitlements-der option now that Xcode also always adds it
#preflight 6447d49a024bc608e64072f9
#rb adam.kinge
#preflight 6447d6643d1be392df890776
[CL 25179459 by Josh Adams in ue5-main branch]