Commit Graph

842 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
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
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
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
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
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
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
PJ Kack
b1764482c1 UAT: Make sure to use the specified unreal executable instead of a hard coded development one when launching the cook on the fly server.
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]
2023-01-20 08:38:42 -05:00
carl bystrom
a1a8d14ccb UBT: Set human-friendly titles for XGE tasks
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]
2023-01-20 07:14:21 -05:00
Tim Smith
a81434c74f Removed places where -nobuilduht is added to the command line.
#rb ryan.hummer
#preflight 63c7e95fac35a0e9dad8774d

[CL 23754222 by Tim Smith in ue5-main branch]
2023-01-18 08:01:18 -05:00
Josh Adams
87eddff6e0 - Added support for DefaultGameTarget and DefaultClientTarget in Engine.ini like we have for DefaultEditorTarget and DefaultServerTarget (in ProjectParams)
- 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]
2023-01-13 11:43:46 -05:00
slonopotamus
d471032354 PR #9903: Restore ability to use XGE executor on non-Windows platforms (Contributed by slonopotamus)
#preflight 63bda503763c6c1064bc692a

[CL 23629484 by slonopotamus in ue5-main branch]
2023-01-10 13:14:07 -05:00
sergio gardeazabal
c1ec9b119c Adding a way to force compression during staging
#rb josh.adams , justin.marcus
#preflight 63b863ff68068a8bd6353273

[CL 23609354 by sergio gardeazabal in ue5-main branch]
2023-01-08 18:12:06 -05:00
Joe Kirchoff
d5a49b45c4 AutomationTool: Reset FileInfo cache when deleting files
#rnx
#rb none
#jira UE-168433
#preflight 63b8aac2763c6c10645f93eb

[CL 23605345 by Joe Kirchoff in ue5-main branch]
2023-01-06 18:32:51 -05:00
Josh Adams
8aed66dd0c - Added MultiShelve UAT script that can shelve multiple changelists into a single shelf
- 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]
2023-01-04 10:23:56 -05:00
Ben Marsh
5c6526f5cd Horde: Add an event matcher for "Assertion failed" messages from the engine.
#preflight none
#jira UE-169888

[CL 23517896 by Ben Marsh in ue5-main branch]
2022-12-14 15:50:39 -05:00
Ben Marsh
8b11d4bae0 UAT: Include deleted files when searching for last code changelist.
#preflight none

[CL 23516682 by Ben Marsh in ue5-main branch]
2022-12-14 14:55:53 -05:00
ryan hummer
c56302e18d Don't use /as for msi files
#rnx
#jira UE-172199
#rb Bryan.Johnson
#preflight 6390f3b31776b8c21c2e7ad2

[CL 23451051 by ryan hummer in ue5-main branch]
2022-12-08 13:51:04 -05:00
Josh Adams
622efc4c0d - More Architecture cleanup
- 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]
2022-12-07 09:42:34 -05:00
ryan hummer
0393f256fe When signing with sha1 sign with /as to append certs and not override existing certs
#rnx
#jira UE-170728
#rb Bryan.Johnson
#preflight 638e47d15624e6da5e9669ec

[CL 23401817 by ryan hummer in ue5-main branch]
2022-12-05 18:56:41 -05:00
chris constantinescu
9667771c10 Gauntlet - project name that's generated into UECommandline.txt is never used
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]
2022-12-01 13:28:47 -05:00
jerome delattre
8be6ee8ddb Improve Android device handling:
* 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]
2022-11-29 14:37:28 -05:00
Wojciech Krywult
40dd5fd65a Automation: Added an option to CommandUtils.Run to correctly deal with tools writing wide-char text to the standard output.
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]
2022-11-24 11:24:37 -05:00