Commit Graph

32 Commits

Author SHA1 Message Date
Peter Sauerbrei
6472f32287 made it so when distribution is selected for File|Package then Shipping is automatically set and no other configuration is allowed
TTP327507
#ue4

[CL 2246177 by Peter Sauerbrei in Main branch]
2014-08-06 17:53:07 -04:00
Bob Tellez
0c7ed0baa3 UE4: Fix for loading the mainframe module while in a commandlet. There are no key events when running in a commandlet.
[CL 2242740 by Bob Tellez in Main branch]
2014-08-04 18:20:28 -04:00
Ankit Khare
ba44f71314 #UE4 #HTML5
#TTP 342902 CRITICAL: Regression: HTML5: Code templates fails to launch
    #TTP 342884 CRITICAL: Regression: HTML5: UFE: Fails to cook then gets a mac crash

        -fix up html template ( argument ordering )
        -don't use pak when packaging for html5
        -properly quote pathname with spaces on mac.
        -fix linking of plugins on first run of ubt.
   #codereview peter.sauerbrei

[CL 2241888 by Ankit Khare in Main branch]
2014-08-04 08:08:56 -04:00
Peter Sauerbrei
51fa18631b addition of errors to Launch On, Package, and Cook analytics
TTP341794
#ue4
#analytics

[CL 2240496 by Peter Sauerbrei in Main branch]
2014-08-01 20:30:13 -04:00
Jaroslaw Surowiec
58841e7c6d CrashReport - Added crash reporter to builds built by "Package Project"
#codereview Robert.Manuszewski

[CL 2239852 by Jaroslaw Surowiec in Main branch]
2014-08-01 10:37:53 -04:00
Peter Sauerbrei
f93df48f74 add support for detecting installed SDKs at editor start up
add support for showing the various platforms in different menus whether they are properly installed or not
update FPlatformInfo to include information about SDK status, whether or not the platform should be shown on a particular executing platform (Win, Mac, Linux), and whether or not the platform should be shown as part of the binary distribution
fixed platform target modules for IOS, Android, and HTML5 for binary release
TTP341656, TTP342449, TTP342631
#ue4
#platforms

[CL 2238535 by Peter Sauerbrei in Main branch]
2014-07-31 13:31:22 -04:00
Chris Babcock
9a8a4db779 Remove double EOLs from log output during packaging in the editor
#ttp 341969
#codereview Peter.Sauerbrei

[CL 2228984 by Chris Babcock in Main branch]
2014-07-23 16:31:31 -04:00
Peter Sauerbrei
b6b022c89e addition of messaging when iOS cannot package due to missing iTunes, missing signing certificate, or missing mobile provision
TTP166302
part of TTP337760
TTP341402
#ue4
#ios

[CL 2227650 by Peter Sauerbrei in Main branch]
2014-07-22 17:53:31 -04:00
Ben Marsh
c7a9449490 Allow setting the path to the editor executable when using launcher commands.
[CL 2219712 by Ben Marsh in Main branch]
2014-07-15 15:21:09 -04:00
Dmitry Rekman
dbdea559eb [Github] PR 242 (safe changes).
- Code cleanup and minor rearrangement (e.g. variable name changes).
- Additions.
- Case issues fixed.
- Minor fixes (init ordering).

[CL 2172690 by Dmitry Rekman in Main branch]
2014-07-08 00:06:17 -04:00
Jamie Dale
fc40a64883 Disabled the packaging platforms that aren't supported in binary UE4 builds
TTP# 340455 - QA BLOCKER: BINARY: Regression: Code projects fail to package

When using a binary build of UE4 on Windows, DebugGame/Development should always use Win64, and Shipping should always use Win32. I've disabled the relevant menu entries in the Packaging menu so that you're only able to use the valid target.

ReviewedBy Thomas.Sarkanen
#codereview Max.Preussner

[CL 2130868 by Jamie Dale in Main branch]
2014-07-03 11:20:25 -04:00
Ben Marsh
e35719b0b4 Store whether a plugin is enabled by default in the uplugin file (rather than in the INI file). Simplifies checks for what is enabled in UE4Game and decentralizes everything.
[CL 2119957 by Ben Marsh in Main branch]
2014-06-27 16:38:50 -04:00
Ben Marsh
100dfb0b32 Store the list of enabled plugins in the uproject file (fixing TTP 335060), and enable all game plugins by default (TTP 339313).
[CL 2119810 by Ben Marsh in Main branch]
2014-06-27 15:23:15 -04:00
Nick Darnell
8a09ce5a76 TTP 329427
Adding a credits screen to the editor, all the the credits are pulled from Engine\\Content\\Editor\\Credits.rt.

[CL 2117999 by Nick Darnell in Main branch]
2014-06-26 10:47:24 -04:00
Peter Sauerbrei
30924359f4 revert back to only building if the project has code and there is a compiler
TTP339487
#ue4

[CL 2116000 by Peter Sauerbrei in Main branch]
2014-06-24 18:59:08 -04:00
Peter Sauerbrei
746236947c addition of analytics for File/Cook, File/Package, and Launch On
TTP337717
#ue4
#editor

#codereview ian.thomas

[CL 2114583 by Peter Sauerbrei in Main branch]
2014-06-23 18:10:01 -04:00
Peter Sauerbrei
d0729e07a9 add check for third-party plugins for IOS on PC as we don't support that currently in the released version
#ue4
#ios

[CL 2111986 by Peter Sauerbrei in Main branch]
2014-06-20 13:38:05 -04:00
Peter Sauerbrei
9dc4dae356 fix for not building the game from Package build without code and not running pre-built binaries
#ue4

[CL 2110833 by Peter Sauerbrei in Main branch]
2014-06-19 17:01:58 -04:00
Richard TalbotWatkin
cae2251bba Changed all instances of notifications with a "Show Log" hyperlink to be more precise about which log they will open.
#ttp 338544 - EDITOR: Update Notifications "Show Log" to "Show Output Log"
#branch UE4
#change Changed hyperlink text to be more specific in individual instances of FNotificationInfo objects.
#reviewedby Chris.Wood

[CL 2108221 by Richard TalbotWatkin in Main branch]
2014-06-17 12:05:50 -04:00
Jamie Dale
0cfe5f0651 Added PlatformInfo to DesktopPlatform and improved the editors Supported Platform UI
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms

DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.

FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2095796 by Jamie Dale in Main branch]
2014-06-05 12:13:44 -04:00
Jamie Dale
3ea331525b UAT now uses the game INI files to add additional directories to cook and stage.
TTP# 335070 - Add GUI based way to specify additional non-asset files or paths to package

CookCommandlet now uses the project settings to work out which additional directories it should cook (this removes the need for the editor to pass this information to that UAT via the command line). I've left the COOKDIR option in the UAT/CookCommandlet as, while non of our projects seem to be using it, I'm not comfortable removing it in case any scripts are using it.

CopyBuildToStagingDirectory also uses these project settings to work out which additional directories it should stage when producing the staging manifest (these are split into UFS and non-UFS directories). This allows users to define additional directories in the editor (or directly in the settings file) which will always be staged regardless of how UAT is invoked.

All of these paths are specified in the settings file as relative to the project Content directory, and the editor will enforce this fact when using the directory picker.

Also mirrored the meta-data interface from UField on IPropertyHandle. This takes care of accessing the meta-data from the correct property, even when you're accessing an element inside an array (MattK approved!).

ReviewedBy Thomas.Sarkanen, Robert.Manuszewski, Max.Preussner

[CL 2088172 by Jamie Dale in Main branch]
2014-05-29 17:38:00 -04:00
Terence Burns
6d75245560 Enabling the user to specify which build platform they desire, particularly for windows. Win32 and Win64
#CodeReview Peter.Sauerbrei

[CL 2080194 by Terence Burns in Main branch]
2014-05-21 06:39:47 -04:00
Max Preussner
c9d85971be Editor: refactored FLayoutService to be INI file agnostic; moved Editor layout from EditorUserSettings.ini to EditorLayout.ini
I also added code to retain backwards compatibility. Existing settings from EditorUserSettings.ini will be migrated to EditorLayout.ini

#CodeReview: nick.atamas, matt.kuhlenschmidt

[CL 2074798 by Max Preussner in Main branch]
2014-05-15 17:34:02 -04:00
Daniel Lamb
ebd6c8303d Changes for packing OBB into APK file.
- Added functionality to GameActivity to query for the asset manager and the mode we are using for OBB data
- Added UI element to toggle OBB packing into APK in the project packaging config panel
- Added code to add a command line switch to turn on packing during building
- Changed build system so that it will write out a JavaBuildConfig file so we know at runtime where to find the data
- Change the build system to copy and rename the OBB so that it is in the APK's asset directory uncompressed
- Added IFileHandle implementation to handle reading from an Asset based OBB and changed the OBB locating code so deal with looking for the OBB in the APK
Submitted on behalf of Robert Jones.
#codereview Daniel.Lamb,Robert.Jones

[CL 2071675 by Daniel Lamb in Main branch]
2014-05-13 11:40:41 -04:00
Dmitry Rekman
4a2e260c9c More changes to accomodate new Linux platforms.
Old "Linux" target platform is now called "LinuxNoEditor", so this needs to be patched up in places where target platform name was assumed to match platform name.

#codereview Josh.Adams, Peter.Sauerbrei, Michael.Trepka, Ben.Marsh

[CL 2068323 by Dmitry Rekman in Main branch]
2014-05-09 12:42:42 -04:00