- Changes deploy script back to old method
- Added code to deal with multiple OBB files for release vs dev and gives the user an option to use one (the other is removed from the device)
[CL 2542717 by Robert Jones in Main branch]
- Code additions to download data from Google Play Store if not on device
- Changes deploy to write new meta-data
- Changes to Android deploy to cache ini files once and re-read instead of the constant open/read we had
- Added template/code generation system so we can now generate Java files based on a template for project dependent names etc
[CL 2521147 by Robert Jones in Main branch]
exclude copying movie uassets or umaps (they will be cooked and copied to staging)
#ue4
#android
#codereview Peter.Sauerbrei
[CL 2494654 by Chris Babcock in Main branch]
- Moved HighQualityLightmap support check to IOSTargetPlatform so it can check project settings for Metal support
- Fixed some issues running on an x86_64 device
- Cleaned up some unused functions in TargetPlatform
#codereview niklas.smedberg
[CL 2478853 by Josh Adams in Main branch]
- all projects are now deployed to a subdirectory of UE4Game when launching
Related to OBB support changes. (Futher changes to follow)
- File name for OBB is now of format main.1.<details> rather than main.00001.<details> due to Google Play file naming requirements.
[CL 2458323 by Robert Jones in Main branch]
Added an error code for missing ue4game binaries when packaging a non code project.
Added a check in main frame actions to determine whether we display a dialog with the error message in it.
Fix for incorrect IOS stub path being logged
Fix for incorrect Android apk path being generated for non ue4game renames in ::GetFinalApkName
[CL 2427458 by Terence Burns in Main branch]
- Removed all the OBBInAPK hackery in UBT
- Updated the apk install scripts with some more information as to what it's doing [UE-8258]
[CL 2420664 by Josh Adams in Main branch]
- Added class to hold values (AndroidSDKSettings)
- Added code to Android editor module to setup the values on load
- Changed device detection so that the thread is always started and the SDK path can be changed on the fly
- Changed Platform Target Management Module so that a single platform can be checked via UBT
- Settings can now be sourced from an ini file via temp direct reading code (auto seralisation is disabled until later changes are made)
-- Settings currently not exposed in editor
- Added Mac Environment var setting support
Unreleated
- Envars can now be passed down to process start points in tools
#codereview michael.trepka
[CL 2412194 by Robert Jones in Main branch]
- Enabled ES31 for GitHub/P4 users (currently only works on a Tegra K1 with recent system software)
- Always use separate APKs - this means that all APKs will have -armv7-es2 (or whatever) in their name. This may affect scripts, etc people have written
- Fixed a bug when using multiple java libraries (for users who add their own libs)
- Properly collapse Android devices into a single device with multiple variants. LaunchOn will now choose the best format based on the connected device. If you want to override the format, you will need to use the ProjectLauncher
- Added Android serial number to the device type, in case you have multiple devices of the same type (also fixes [UE-3770])
#codereview niklas.smedberg,chris.babcock
[CL 2385821 by Josh Adams in Main branch]