- It needs to have CookerSupportFilesSubdirectory passed in to BuildCookRun to activate (giving it the name of a subdirectory under the Staged directory to put the SDK files)
- it also writes a .bat file that can set the envvars needed for the minimal SDKs to be found by Unreal
#rb graeme.thornton
#preflight 634f1e9069246074dba2f09a
#p4v-cherrypick 22616289
[CL 22634717 by josh adams in ue5-main branch]
#rb josh.engebretson, ben.salem
#tests tested running a few tests with perfmodel and perfspec to make sure both functionalities worked
#rnx
[CL 22546730 by j baumgartner in ue5-main branch]
Turns on automatically if CommandUtils.IsBuildMachine is true or the CompileTask sets AllowAllCores to true
#rnx
#jira none
#rb none
#preflight 633b3aaf3629a1a4f92f3ef1
[CL 22323425 by ryan hummer in ue5-main branch]
Adding another SignTool matcher
SignTool outputs two errors for a failure
#rnx
#jira UE-164299
#rb none
#preflight none
[CL 22086931 by ryan hummer in ue5-main branch]
Don't raise to an error as retries kick in and will throw when there are no retries left.
#rnx
#jira FORT-514357
#rb ryan.durand
#preflight none
[CL 21982447 by Ryan Hummer in ue5-main branch]
- Added code to patch paths for handling Programs having source in /Engine/Source/Programs/XYZ, their config fies, etc in /Engine/Programs/XYZ, and staging using /XYZ
- Mac can now apply -specifiedarchitecture to UAT builds of programs
- Added support to SlateUGS to load Pak files (programs have to opt-in to it in their main Build.cs)
#rb brandon.schaefer,david.harvey
#preflight 631a03202b7fe03eb6b0f16a
[CL 21894674 by Josh Adams in ue5-main branch]
GetProjectProperties uses PropertiesCache collection (hashmap) to store project properties indexed by PropertyCacheKey struct (.uproject path + platforms + configurations). However, it didn't work as expected because PropertyCacheKey has array members that are reference types. Without a custom hashing implemented, this key would generate different hash codes even if elements stored in the arrays were the same. As a result, querying the same properties multiple times would generate multiple entries in the cache e.g.
GetProjectProperties("foo.uproject", {UnrealTargetPlatform.PC}, {UnrealTargetConfiguration.Debug})
GetProjectProperties("foo.uproject", {UnrealTargetPlatform.PC}, {UnrealTargetConfiguration.Debug})
would create two entries for PC/Debug.
Resolved by implementing the full set of Equals, GetHashCode and comparison operators.
#preflight 630e8d14556fc14dce7d11c5
#rb David.Harvey
#jira UE-162001
#rnx
[CL 21720344 by Wojciech Krywult in ue5-main branch]