- Enabled ES31 for GitHub/P4 users (currently only works on a Tegra K1 with recent system software)
- Always use separate APKs - this means that all APKs will have -armv7-es2 (or whatever) in their name. This may affect scripts, etc people have written
- Fixed a bug when using multiple java libraries (for users who add their own libs)
- Properly collapse Android devices into a single device with multiple variants. LaunchOn will now choose the best format based on the connected device. If you want to override the format, you will need to use the ProjectLauncher
- Added Android serial number to the device type, in case you have multiple devices of the same type (also fixes [UE-3770])
#codereview niklas.smedberg,chris.babcock
[CL 2385821 by Josh Adams in Main branch]
- Improved code signing/zipalign support in SDK 21
- Forcing NDK 19, since NDK 21 will generate code that cannot run on previous OSs
[CL 2350652 by Josh Adams in Main branch]
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
- Added option to allow for splitting up into multiple .apks, or a single "fat" .apk (also not exposed yet in the project settings)
- A fat binary is just named <Project>.apk, no longer <Project>-armv7.apk
- x86 almost works, except missing libCurl and ICU
- x64 and arm64 will come next now that this framework is in place
#codereview chris.babcock
[CL 2272105 by Josh Adams in Main branch]
UnrealBuildTool 'Makefiles' allow for very fast iterative builds.
- New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default)
- Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time.
- Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly.
- The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully.
- Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
- Events that can invalidate the 'UBT Makefile':
- Adding/removing .cpp files
- Adding/removing .h files with UObjects
- Adding new UObject types to a file that didn't previously have any
- Changing global build settings (most settings in this file qualify.)
- Changed code that affects how Unreal Header Tool works
- You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files
- New command-line parameters added:
- "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes)
- "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled
- "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything
- "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled
- "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not
- "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must
Other changes:
- UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different
- C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization)
- The method that UBT uses to find the CoreUObject module timestamp was rewritten
- Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks
- The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable
- Cleaned up the comments and member variables in the "Action" class, while making it serializable
- Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles.
- Removed support for Actions to tinker with Stdout and Stderror (was not used for anything)
- Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file
- Plugin intermediate include directories are now selected on demand rather than cached early
- Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile)
- Removed Action.StatusDetailedDescription, was not used for anything
- Removed UEBuildConfiguration.bExcludePlugins, was not used for anything
- Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything
[CL 2254472 by Mike Fricker in Main branch]