#rb Peter.Lockhart
#ROBOMERGE-SOURCE: CL 8739824 via CL 8739879 via CL 8741082
#ROBOMERGE-BOT: (v422-8689730)
[CL 8741097 by rui figueira in Main branch]
#rb Alistair.White
#ROBOMERGE-OWNER: rui.figueira
#ROBOMERGE-AUTHOR: rui.figueira
#ROBOMERGE-SOURCE: CL 8488824 via CL 8489790 via CL 8501145
#ROBOMERGE-BOT: (v406-8472469)
[CL 8502447 by rui figueira in Main branch]
If you still need to old behavior of searching for a library we use the new PublicSystemLibraries instead (used very sparingly).
Also updated conventions on importing Android libraries to use the newly introduced Android Architecture instead, which is always set to a valid architecuture (unlike Target.Architecture for the general case)
Lastly I updated some build.cs files that were doing filesystem enumeration or copying as they were being parsed, this is highly discouraged (partially because we cache filesystem operations but also it adds a cost to something we expect to be very fast). Any operations like this should be done as part of the build if they have to be done at all.
#rb none
[CL 7918851 by Joakim Lindqvist in Dev-Build branch]
#rb rui.figueira, andrew.grant
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: ben.salem
#ROBOMERGE-SOURCE: CL 6863609 via CL 6863610 via CL 6865307 via CL 6865420
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v366-6836689)
[CL 6917470 by ben salem in Dev-Build branch]
- This allows for Confidential platforms to exist outside of the engine, and insert themselves in as needed
- Directory structure is, where .... mirrors the directory structure for Engine and projects
- /Platforms/XXX/....
- Moving to more data driven approach for ShaderPlatforms and PlatformInfo, where they can be read from DataDrivenPlatformInfo.ini files that live in the platform config folders
- Removed platform mentions from UBT, by way of changing some enums to partial classes with static members (see UnrealTargetPlatform)
- Various other UBT/UAT modifications to allow for looking in other locations for files
- THIS IS NOT A COMPLETE AND FINAL SOLUTION. WE WILL CONTINUE WORK IN DEV-BUILD BEFORE ITS READY FOR PRIMETIME
#rb ben.marsh
[CL 6271418 by Josh Adams in Dev-Build branch]
Stopping a video recording via console command or via API can cause indefinite hang. Repo rate is 1/40.
#rb Rui.Figueira
#rnx
Deadlock occurs with MainThread and Audio FMixerDevice.
MainThread:
HighlightRecorder::Stop()
GameMediaEncorder::UnregisterListener (Locks Listener Mutex)
......
FMixerDevice::UnregisterSubmixBufferListener
FMixerSubmix::UnregisterBufferListener (Locks BufferListenerCriticalSection)
FMixerDevice:
FMixerDevice::ONProcessAudioStream
FMixerSubmix:: ProcessAudio (Locks BufferListenerCriticalSection)
......
FGameplayMediaEncoder::OnMediaSampleReady (Locks Listener Mutex)
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: peter.lockhart
#ROBOMERGE-SOURCE: CL 6104242 via CL 6104243 via CL 6104288 via CL 6104309
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)
[CL 6127206 by peter lockhart in Dev-Build branch]
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024 via CL 5226277
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)
[CL 5243833 by josh adams in Dev-Build branch]