Process.StartTime raises an exception on non-windows platforms if the process has already exited, so cache it immediately after starting the FrameworkProcess
Process.TotalProcessorTime raises an exception on non-windows if the process has also exited, so don't do that
#rb none
#rnx
[CL 16863633 by joe kirchoff in ue5-main branch]
#fyi joe.kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: Use process directly to get wall clock execution time
Process.StartTime raises an exception on non-windows platforms if the process has already exited, so cache it immediately after starting the FrameworkProcess
#rb none
#rnx
[CL 16863370 by joe kirchoff in ue5-main branch]
Process.StartTime raises an exception on non-windows platforms if the process has already exited, so cache it immediately after starting the FrameworkProcess
#rb none
#rnx
[CL 16863209 by joe kirchoff in ue5-main branch]
#fyi Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: Use process directly to get wall clock execution time
#rb none
#rnx
[CL 16857196 by joe kirchoff in ue5-main branch]
ugs://rdp?host=<HOSTNAME>
Adding generic credentials called UnrealGameSync:RDP to the Windows credential store allows setting defaults for the username/password to be created for machines accessed using this URI, allowing a single click remote into a previously unvisited machine from the Horde dashboard.
[CL 16857008 by Ben Marsh in ue5-main branch]
Expand texture build workers to all current platform specific texture formats, or added build functions to the base build worker. Workers are buildable, but not discoverable yet as discovery will be refactored soon to use Target Receipts.
Reduce boilerplate involved in setup of build worker.
#rb devin.doucette
[CL 16853856 by Zousar Shaker in ue5-main branch]