Commit Graph

4032 Commits

Author SHA1 Message Date
Ben Marsh
12a1d43582 Revert change to use UBT for parallel builds.
#preflight none

[CL 24098997 by Ben Marsh in ue5-main branch]
2023-02-09 11:13:58 -05:00
Ben Marsh
093cb96a90 UAT: Replace parallel build functionality in UAT with a call to UBT with a list of targets.
#preflight 63e43902e86828e8c86d3df8

[CL 24098344 by Ben Marsh in ue5-main branch]
2023-02-09 10:35:07 -05:00
per larsson
373dd67228 Ondemand PakFile rules
This change adds support for defining ondemand pak file rule(s). These rules
overrides existing rules created from asset chunking and is currenlty only meant to be used for .ubulk/.uptnl files.
Ondemand content is serialized to loose files with a new I/O store writer to /MyGame/ContentOnDemand/Paks/{MyPakRuleName}.

#rb CarlMagnus.Nordin,PJ.Kack
#preflight 63e39130786751d1e010c14c
#rnx

[CL 24096114 by per larsson in ue5-main branch]
2023-02-09 08:21:15 -05:00
Martin Ridgers
4ec44c2518 Added logging to the staging step that patches resources into the bootstrap executable.
#rb cm
#rnx
#jira ue-174877
#preflight 63e4c1a1797b029c0ab0a859

[CL 24094274 by Martin Ridgers in ue5-main branch]
2023-02-09 04:55:16 -05:00
dan thompson
4a6b8c8b00 Removal of the r.Shaders.CompressionFormat CVar, and shader group compression during UnrealPak now inherits the packaging compresison level.
Due to the fact that UnrealPak doesn't load INIs, the cvar was always its default value. This, combined with the fact that shaders don't store what codec they are compressed with means that setting this cvar to anything other than default (oodle) causes a crash in UnrealPak as DecompressShader will try to decompress with Oodle independent of the actual codec. Rather than plumb this information down through ProjectParams, I felt it prudent to just always use Oodle.

Additionally, in order to facilitate faster iteration times for development build farm jobs, the shader compression level used during UnrealPak will inherit from the overall package compression level set via Project Settings (PackageCompressionLevel_*).

This tacitly avoids patch issues as the default shader compression level happens to be the default package compression level, except now it inherits any faster levels for iteration time.

Note that we still use Mermaid as the codec as it's faster for decompressing than Kraken, which we care about for shaders.

#rb Fabian.Giesen
#rb Arciel.Rekman
#preflight 63e2f94c786751d1e0ffb290

[CL 24092953 by dan thompson in ue5-main branch]
2023-02-09 00:35:55 -05:00
Bryan Johnson
cea4a933e1 Add the ability to filter based on extensions
#jira none
#rnx
#rb Ryan.Hummer
#preflight 63e15e06c2257e56f4f193b2

[CL 24036931 by Bryan Johnson in ue5-main branch]
2023-02-06 15:12:28 -05:00
chris constantinescu
4e7e7f9f3f LLT cleanup and improvements/updates:
- remove dependency on LaunchEngineLoop.cpp which also allows compilation against engine to succeed
- LowLevelTestsRunner no dependency on engine modules required: Launch, Core, Project
- EXPLICIT_TESTS_TARGET definition for self-contained tests: test modules and targets that derive from TestModuleRules/TestTargetRules respectively
- Cleanup Launch dependencies from existing explicit tests
- Cleanup redundant flags from existing explicit tests
- rename Self -> Foundation for in Horde
- additional platform fixes
Default #preflight 63e14d37244dc45a20e29337
All platform/tests LLTs #preflight 63e022f91b44ee7cb1c11d60
#rnx

[CL 24035900 by chris constantinescu in ue5-main branch]
2023-02-06 14:27:24 -05:00
joe pribele
759bb53070 adding warning to runaut buildplugin when HostPlatforms contains unsupported platforms
https://p4-swarm.epicgames.net/reviews/23960551

#jira https://jira.it.epicgames.com/browse/UE-167403
#rb zousar.shaker
#preflight 63dbe11e797b029c0adb4219

[CL 23970784 by joe pribele in ue5-main branch]
2023-02-02 12:32:10 -05:00
leigh swift
5705356611 Update build scripts to support and use latest BPT v1.5.2 by default
[CL 23967876 by leigh swift in ue5-main branch]
2023-02-02 09:59:07 -05:00
axel riffard
f0898e1c0d Remote Prepare to Debug
#jira UE-120589
#rb josh.adams
#preflight 63db32457a39a18021af8c38

[CL 23964201 by axel riffard in ue5-main branch]
2023-02-01 23:02:14 -05:00
william ewen
aff1a9899b Device Cleanup
#rb Brendan.Lineau

[CL 23961031 by william ewen in ue5-main branch]
2023-02-01 19:26:55 -05:00
eric knapik
ed104c81e0 #jira: none
Adding AssetRegistryCacheRootFolder commandline option support to the BuildCookFort command and the MakeCookedEditor command.
Adding the AssetRegistryCacheRootFolder to the ProfileCook,  asset scan, and fast cook test to improve performance.

#preflight 63da959b3f006aee1191f2cd
[FYI] Bob.Tellez

[CL 23960951 by eric knapik in ue5-main branch]
2023-02-01 19:24:13 -05:00
Devin Doucette
fceb1519a7 BuildCMakeLib: Added [DoesNotNeedP4CL] to reduce startup time
#preflight 63da9ed9cf52968117248bcf
#rb Joe.Pribele, Matt.Peters
#rnx

[CL 23952225 by Devin Doucette in ue5-main branch]
2023-02-01 12:58:33 -05:00
Ben Marsh
4e17a127b1 UAT: Improve performance of UAT finding the last code CL.
#preflight 63da7869cf529681171a2971

[CL 23947980 by Ben Marsh in ue5-main branch]
2023-02-01 10:17:13 -05:00
tim kennedy
ce81a619bb Gauntlet Written Tests with RPC's: This is only the Gauntlet code, and has been tested with Flask as a mock process/endpoint with data modeled on the C++ code. Goals for this commit:
* Implement a way to write and run top-down tests in Gauntlet easily.
* Genericize and write tools around existing RPC functionality to allow it to be easily used.
* Create a generic timer that can enable test execution to wait for specific events and time out if they take too long.
**Note** Tests pass, but roles often shows failed due to the test finishing before the Unreal Process(es) have initialized.
#preflight n/a
#rb
[REVIEW] [at]gary.yuan [at]eric.knapik [at]ben.salem [at]zorin.abner

[CL 23935012 by tim kennedy in ue5-main branch]
2023-01-31 14:46:39 -05:00
Jerome Delattre
68546e3a7d Gauntlet - Fix Linux file not being collected when parsing callstack
#jira none
#preflight 63d2dd3c5354589b5c804c66
#Brandon.Schaefer

[CL 23933918 by Jerome Delattre in ue5-main branch]
2023-01-31 14:21:20 -05:00
Joe Kirchoff
3e2fe76c7d AutomationTool: Trace P4 init
#rnx
#rb trivial
#preflight 63d9578d67116074a87f0e29

[CL 23933392 by Joe Kirchoff in ue5-main branch]
2023-01-31 14:04:39 -05:00
Jerome Delattre
7a7c34921d Remove unnecessary Suspend Log parsing.
#jira none
#preflight skipped
#rnx
#rb trivial

[CL 23928872 by Jerome Delattre in ue5-main branch]
2023-01-31 11:46:49 -05:00
josh adams
a90c774351 - Fixed non-Development plist naming when packaging before doing a Development package
#jira UE-175385
#preflight 63d4b6a3d21dbe1d297b59e2

[CL 23923435 by josh adams in ue5-main branch]
2023-01-31 01:15:57 -05:00
Joe Kirchoff
a46c2bb6c1 UnrealBuildTool: Reference any Target.cs files as rules dependencies so modifying them will update the Makefile, as these TargetRules can be referenced
#rnx
#rb Tim.Smith
#jira UE-168481
#preflight 63d7fa38d21dbe1d29525dd3

[CL 23910603 by Joe Kirchoff in ue5-main branch]
2023-01-30 12:31:04 -05:00
Ben Marsh
aa97a75653 BuildGraph: Add a parameter to the cook task to disable tagging outputs. This can take a long time for large cooks.
#preflight none

[CL 23896963 by Ben Marsh in ue5-main branch]
2023-01-27 21:07:21 -05:00
Josh Adams
2c989f324c - Set default Mac architecture to universal (arm64+x64)
- Refactored Android to match with Mac way of setting default
#rb chris.babcock,zack.neyland
#preflight 63d2f355be1970f882bccca6

[CL 23876026 by Josh Adams in ue5-main branch]
2023-01-26 16:49:40 -05:00
Joe Kirchoff
f30e759f1b AutomationTool: Remove stale -iwyu UBT arg, whatvever it used to do is no longer available and this flag now runs the IWYU toolchain
#rnx
#rb Henrik.Karlsson
#preflight 63d1745c94644f3e8ee6e0c1

[CL 23852131 by Joe Kirchoff in ue5-main branch]
2023-01-25 13:30:30 -05:00
Jerome Delattre
4555fe9325 Gauntlet - fix inconsistent failure between desktop platforms
+ Add support for AddressSanitizer callstack capture in Unreal log parser

#jira UE-167962
#preflight 63cb119c976daa618cef7a35
#rb Brandon.Schaefer,Johnstone.Baumgartner
#rnx

[CL 23832468 by Jerome Delattre in ue5-main branch]
2023-01-24 12:06:09 -05:00
josh adams
1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00