- 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]
- 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]
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]
If not set, XGE infers the task title from filename which resulted in "UAT_XGE".
#rb Ben.Marsh
#preflight 63ca827d977c62635604005b
[CL 23788320 by carl bystrom in ue5-main branch]
- Made use of it for Lyra to select LyraGame as default (instead of LyraGameEOS)
#rb ben.zeigler,david.harvey
#preflight 63c185a12e714f64ad188a2a
[CL 23678795 by Josh Adams in ue5-main branch]
- Added a Reopen command to P4Utils.cs
- Refactored Edit and Reopen (that take file list) into a BatchCommand function to split up huge file lists across multiple commands to respect a max commandline length
- Increased max comandline length from 1024 to the ProcessStartInfo max of 32699
#rb ryan.hummer,matt.peters
#preflight 63b59866d067708b9bfe3953
[CL 23575766 by Josh Adams in ue5-main branch]
- Added UAT params to pass architecture by target type (-editorarchitecture, -clientarchitecture, -serverarchitecture, -programarchitecture). Keeping -specifiedarchitecture for compat, and it will set all the other 4 if they are not specified
- Changed ProjectGenerator to find Program .uproject files (logic was looking for .Target files under the .uproject's directory, which is not the case for Programs)
- Added two params to GetProjectArchitectures:
- bGetAllSupported - used to get all supported architectures, not just the ones currently being built for (needed for XcodeProject to know what architectures to allow in the dropdown)
- bIsDistributionMode - used to get architectures to compile when making distribution builds (probably want to compile all architectures for distro's)
- Removed the MacExports.TargetsAlowedForAppleSilicon, updated XcodeProject code to use the new GetProjectArchitectures()
#rb david.harvey
#jira none
#preflight 63909f217e0feab0b7bd8241
[CL 23428114 by Josh Adams in ue5-main branch]
Project name should be passed as first argument all times.
Revertws CL 21706201 which was more of a patch than a real solution to the problem
#jira UE-170799
#preflight 6384f2397b4bd3f0571c82a7
#rb Jerome.Delattre
[CL 23356237 by chris constantinescu in ue5-main branch]
* Suspend log parsing when power on or off device
* Retry on disconnection when copy via adb push fails for disconnection
* Let DoAutoRenew() trap exceptions when renewing and deleting device
#jira UE-170029
#preflight 637801daf514e1ded9d705d1
#rb Chris.Constantinescu, Brendan.Lienau
[CL 23315216 by jerome delattre in ue5-main branch]
While the command prompt always shows such text correctly, the issue becomes apparent when redirecting the output to a file as text would appear as:
T h i s i s s o m e u n i c o d e o u t p u t
#preflight 637f90c6f514e1ded9cad139
#rb David.Harvey
#rnx
[CL 23260393 by Wojciech Krywult in ue5-main branch]