Commit Graph

509 Commits

Author SHA1 Message Date
Andrew Grant
cde91ed02c Added spew filter to P4 calls to really suppress spew when requested.
The issue here is that CommandUtils.Run only suppresses stdout when NoSpew is specified, so P4 functions like FileExistsInDepot which use p4 calls that write to stderr (e.g fstat of a path not in P4) still end up spewing.

#review-11800598 @ben.marsh
#rb swarm
#jira nojira

[CL 11803848 by Andrew Grant in 4.25 branch]
2020-02-29 23:48:48 -05:00
Michael Sartain
3537e385cc Use msbuild in mono for Linux when using an installed copy and mono >= 5.0.
Pulled code from Andrew's CL 7828885 for the Mac.

#jira none
#rb ben.marsh
#fyi brandon.schaefer, andrew.grant

[CL 11750877 by Michael Sartain in 4.25 branch]
2020-02-28 12:43:03 -05:00
Ben Marsh
62217a69a2 Add timers for UAT startup.
#rb none
#rnx
#jira

[CL 11726183 by Ben Marsh in 4.25 branch]
2020-02-28 06:42:06 -05:00
Anthony Bills
3e1df8cd5a Add support for whitelisting additional plugins and adding additional modules to plugin extensions.
Additionally allow monolithic programs inside platform extensions to ouput to the Binaries directory in the extension.

#review-11565119 @brian.white, @josh.adams, @ben.marsh
#jira UE-81798
#rb ben.marsh

[CL 11655119 by Anthony Bills in 4.25 branch]
2020-02-27 10:46:04 -05:00
Ben Marsh
01c9c26ba0 Fix missing properties on command line to MSBuild when compiling automation projects.
#rb none
#jira

[CL 11645538 by Ben Marsh in 4.25 branch]
2020-02-26 20:43:42 -05:00
Ben Marsh
e69c7a698e Fix enumeration of UAT build products.
#rb none
#rnx
#jira

[CL 11617356 by Ben Marsh in 4.25 branch]
2020-02-25 15:56:24 -05:00
Ben Marsh
9b37eb1ee9 Use original location when determining which files to copy for UAT.
#rb none
#rnx
#jira

[CL 11616044 by Ben Marsh in 4.25 branch]
2020-02-25 15:17:51 -05:00
Ben Marsh
23f531ee40 Fix copying of automation DLLs to output directory. Now may exist within any subfolders.
#rb none
#rnx
#jira UE-89493

[CL 11611464 by Ben Marsh in 4.25 branch]
2020-02-25 14:07:54 -05:00
Ben Marsh
3236f0389a Add support for UAT script projects using foreign engine builds, and for game projects to output binaries under their own project directory.
* UAT will now read each *.Automation.csproj file to determine the output path, and load from there rather than just loading anything under Engine\Binaries\AutomationScripts.
* When compiling *.Automation.csproj files, UAT will set the $(EngineDir) directory to the current engine directory, allowing the project to resolve assembly references to the correct location.
* When generating project files, UBT will create an *.Automation.csproj.props file next to the project containing the path to the engine directory, allowing the assembly to be compiled correctly from Visual Studio.

#rb none
#jira UE-77934

[CL 11601626 by Ben Marsh in 4.25 branch]
2020-02-25 09:25:10 -05:00
Ben Marsh
d6b0a59a7c Remove usages of "var"
#rb none
#rnx
#jira

[CL 11595098 by Ben Marsh in 4.25 branch]
2020-02-24 22:28:27 -05:00
Andrew Grant
1d4b49b80a Editgrating benchmark scripts from main.
Also includes noshaderddc option that emulates a cold DDC for shaders

#jira #rb na
#tests ran BenchmarkBuild -project=UE4 -editor -client -xge

[CL 11548100 by Andrew Grant in 4.25 branch]
2020-02-19 14:05:12 -05:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Ben Marsh
0a6a4d527a Use the IsBuildMachine environment variable to set the IsBuildMachine flag, rather than inferring it from uebp_LOCAL_ROOT. The uebp_LOCAL_ROOT variable is defined for child UAT instances, which causes the IsBuildMachine flag to be set incorrectly.
#rb none
#jira UE-85768

[CL 11280694 by Ben Marsh in Main branch]
2020-02-06 11:12:36 -05:00
Stefan Boberg
55a8b15f1f Copying //UE4/Dev-Core to Main (//UE4/Main)
#rb none

[CL 11258477 by Stefan Boberg in Main branch]
2020-02-05 14:26:36 -05:00
Rolando Caloca
f63a3e857e Merging //UE4/Main@11178322 to Dev-RenderPlat-Staging
#rnx
#rb none

[CL 11195678 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2020-01-31 10:34:10 -05:00
Ben Marsh
0e6aa011b3 Copying //UE4/Dev-Build @ CL 11166028 to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 11166227 by Ben Marsh in Main branch]
2020-01-29 14:48:18 -05:00
PJ Kack
ef8a7b620e AUTO MERGE
Merging //UE4/Main @ 11112898 to //UE4/Dev-Core (dev-core-l0178)

#rb none

(ushell-p4-mergedown)

[CL 11113593 by PJ Kack in Dev-Core branch]
2020-01-26 11:35:42 -05:00
PJ Kack
3a9ca4d2f9 Merging //UE4/Main @ 11112898 to //UE4/Dev-Core (dev-core-l0178)
#rb none

(ushell-p4-mergedown)

[CL 11113592 by PJ Kack in Dev-Core branch]
2020-01-26 11:33:22 -05:00
graeme thornton
5059d3cb48 Make UAT use a config setting to decide which editor target is the default for use within automation scripts
Have UBT set the source target name as a define during compilation. For unique environments, embed that macro globally, but in shared environments just embed it into game modules.
Have the primary game module bind that define to a core delegate so engine systems can query it
Make LiveCodingModule pass the UBT target name to the UBT so that it doesn't have to guess which target to build
For agnostic executables (UE4Game, UE4Editor)  running content only projects, the delegate won't be bound, so revert back to type based recompile requests in live coding
Handle DTE string for VS2019 in the source code accessor module

#rb ben.marsh


#ROBOMERGE-SOURCE: CL 11103653 via CL 11103654 via CL 11103656
#ROBOMERGE-BOT: (v640-11091645)

[CL 11103658 by graeme thornton in Main branch]
2020-01-24 03:22:33 -05:00
justin marcus
07f61b1bf6 Install bundles - move platform specific bundle config into platform specific INIs.
Fix InstallBundleDefinition Startup Regex not being loaded correctly in C#
Fix GetChunkIndexForFileFromInstallBundles not returning the correct chunk

Checking in disabled until I can verify its OK with a preflight.

[at]Hongyi.Yu




#ROBOMERGE-SOURCE: CL 11098879 via CL 11098888 via CL 11098899
#ROBOMERGE-BOT: (v640-11091645)

[CL 11098917 by justin marcus in Main branch]
2020-01-23 16:01:27 -05:00
justin marcus
81141810d1 Using InstallBundle.ini to generate chunks on PS4 if the PlayGo bundle source is enabled.
Automation changes

#rb [at]Hongyi.Yu [at]Daniel.Lamb




#ROBOMERGE-SOURCE: CL 11073519 via CL 11073571 via CL 11073585
#ROBOMERGE-BOT: (v637-11041722)

[CL 11073595 by justin marcus in Main branch]
2020-01-21 12:09:57 -05:00
justin marcus
b434d4c28e Make InstallBundleConfig a hierarchical INI.
Fix FConfigCacheIni::GetSectionNames returning names in reverse order.
Make sure build scripts properly respect bundle order.

change 2/2 - everything not internal

[at]Daniel.Lamb [at]Hongyi.Yu




#ROBOMERGE-SOURCE: CL 11047646 via CL 11047649 via CL 11047656
#ROBOMERGE-BOT: (v637-11041722)

[CL 11047666 by justin marcus in Main branch]
2020-01-17 12:25:29 -05:00
PJ Kack
5d37548746 UAT: Change the default DeployFolder name to be ShortProjectName-RootFolderName-UserName truncated to 50 characters.
This will deploy the same project from different streams or users to to different workspaces.
Use the DeployFolder instead of the ShortProjectName for all platforms.
The existing -deploy=DeployFolder argument can be used to specify any custom workspace name.

#rb jeff.newquist

[CL 11041420 by PJ Kack in Dev-Core branch]
2020-01-17 04:36:41 -05:00
jeff newquist
3a047e0e59 Fix staging fail with Audio3D plugin enabled
#jira UE-85115
#rb josh.adams
#rnx
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 10985341 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v632-10940481)

[CL 10985349 by jeff newquist in Main branch]
2020-01-14 14:13:05 -05:00