Commit Graph

1471 Commits

Author SHA1 Message Date
Ben Marsh
cbf077c130 More AutomationTool structured logging changes.
#preflight 6408f4bcb0544ef0b4c2c5c6

[CL 24566694 by Ben Marsh in ue5-main branch]
2023-03-08 16:11:38 -05:00
Ben Marsh
e141cb6196 More UAT structured logging fixes.
#preflight 6408dee3b0544ef0b4bca696

[CL 24564590 by Ben Marsh in ue5-main branch]
2023-03-08 14:32:15 -05:00
Ben Marsh
235eb77726 Change to structured logging in other AutomationTool projects.
#preflight 6408c4478c0039bbf750e861

[CL 24562553 by Ben Marsh in ue5-main branch]
2023-03-08 12:43:35 -05:00
paul chipchase
c0ac300aee CIS: Add missing copyright notice to Virtualization.Automation.cs
#rb trivial
#rnx
#preflight 6406fa73747339025aa233c6

[CL 24537048 by paul chipchase in ue5-main branch]
2023-03-07 04:04:00 -05:00
paul chipchase
3cfabaa547 Add 'RehydrateProject' and 'VirtualizeProject' scripts to UAT
#rb none
#jira UE-171397
#preflight 6406e68dba12ba64166c9726

[CL 24536551 by paul chipchase in ue5-main branch]
2023-03-07 02:49:10 -05:00
bryan sefcik
836b14219e * Added an interface that contains ParamHelp attributes for ProjectParam so we can reflect the parameters in other tools.
* Updated LauncherTool to traverse the class interfaces looking for attributes. Using GetCustomAttributes is not good enough because it will not find the HelpAttributes because the base attribute class(DescriptionAttribute) does not explicitly mark itself that the attribute is inherited.

#rb gary.yuan
#preflight 64028b895515f4f57b0a62c0

[CL 24511953 by bryan sefcik in ue5-main branch]
2023-03-03 20:48:42 -05:00
Josh Adams
b52cee6521 - Fixed GenerateDSYM.Automation.cs for UnrealArch/ActiveArchitectures support
#rb tim.smith
#preflight 6400dc4cc13b7130d272555d

[CL 24484907 by Josh Adams in ue5-main branch]
2023-03-02 12:41:54 -05:00
Ben Marsh
20a7bfa0b1 Deprecate the SyncProject command, and recommend users run the UGS CLI build instead.
#preflight none

[CL 24423524 by Ben Marsh in ue5-main branch]
2023-02-27 10:20:42 -05:00
jack porter
6fabf3f5dc Add Force=true option to [CookedEditorSettings] EngineExtraStageFiles / ProjectExtraStageFiles to force staging of a file that would otherwise be rejected by the Restricted folder filter.
#preflight 63f87a20b879197e732ccabb
#rb Graeme.Thornton

[CL 24422139 by jack porter in ue5-main branch]
2023-02-27 08:46:00 -05:00
pj kack
e8e321e142 UAT: Optimize CreatePakUsingStagingManifest by using ParallelFor when processing PakFileRules
From ~300ms to ~30ms for ~17 000 cooked files.

#rb justin.marcus
#preflight 63f7c327dd78dd50f60a464f,63f7bbceae54ee4ce975250e
#rnx

[CL 24400852 by pj kack in ue5-main branch]
2023-02-24 10:21:51 -05:00
james doverspike
90c0ddf9ba [Backout] - CL24328738
[FYI] james.doverspike
Original CL Desc
-----------------------------------------------------------------
Cosmetic bulk asset streaming

Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.

[CL 24373261 by james doverspike in ue5-main branch]
2023-02-22 19:19:46 -05:00
josh adams
8a0b557798 - Fixed FinalizeInstalledBuild for multi-architecture
#jira UE-178150
#preflight 63f666b87064074bd8ad9f08

[CL 24371781 by josh adams in ue5-main branch]
2023-02-22 17:53:49 -05:00
james doverspike
6a8a19a4b7 Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.

[CL 24331735 by james doverspike in ue5-main branch]
2023-02-20 20:22:07 -05:00
pj kack
819cf350d8 UAT: Parse ini overrides when reading config values from CreatePaks in CopyBuildToStaginDirectory.
Add ConfigOverrideParams to ProjectParams constructor.
Add OverrideStrings to ConfigHierarchyKey to get the right data from ConfigHierarchy.ReadHierarchy().

#rb dan.thompson
#rnx
#preflight 63ef5c0c3c1eb56f059e7370, 63ef5c4b90198dffbadbd846

[CL 24309947 by pj kack in ue5-main branch]
2023-02-20 03:38:24 -05:00
swarm
b61361facf Secondary remote Mac
#jira UE-120589
# rb josh.adams
#preflight 63f2da7d90198dffbaaee3ff

[CL 24309059 by swarm in ue5-main branch]
2023-02-19 21:45:46 -05:00
dan thompson
04ab2ee169 Adding the ability to override the oodle dll for packaging in ProjectParams, and use it
#rb pj.kack
#rb justin.marcus
[FYI] charles.bloom
#preflight 63efbbe21d71bcd262046117

[CL 24291525 by dan thompson in ue5-main branch]
2023-02-17 16:40:33 -05:00
bob tellez
79d7201510 [Backout] - CL24230614
[FYI] james.doverspike
Original CL Desc
-----------------------------------------------------------------
Cosmetic bulk asset streaming

Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.

[CL 24253381 by bob tellez in ue5-main branch]
2023-02-16 04:15:55 -05:00
james doverspike
4e78faf0de Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.

[CL 24251508 by james doverspike in ue5-main branch]
2023-02-16 01:47:06 -05:00
james singer
85828bb4a6 Fix for installed builds on linux not having a stable UUID from machine to machine
Note: Since Linux has no launcher, EnumerateLauncherEngineInstallations doesn't take care of this for us in Epic created Linux installed builds

#rb @Brandon.Schaefer, @Zack.Neyland
#jira UE-171276
#preflight 63ed495f5c7bd278c1fd149e

[CL 24241578 by james singer in ue5-main branch]
2023-02-15 16:20:13 -05:00
FineRedMist
a2f83cd38c PR #10116: Add -ubtargs option to MegaXGE to pass to UnrealBuildTool (Contributed by FineRedMist)
#preflight 63ebda77dd72a8de9e4abee8

[CL 24217629 by FineRedMist in ue5-main branch]
2023-02-14 14:20:09 -05:00
carlmagnus nordin
50ef48b12c Fixed issue with ucas and utoc files not being copied to the output directory when creating chunk installs
#jira UE-172550
#rb pj.kack
#preflight 63eb4061346bca00357d7ac8

[CL 24213731 by carlmagnus nordin in ue5-main branch]
2023-02-14 12:03:03 -05:00
hilda cruz
fd186eaf71 [Backout] - CL24206643
[FYI] per.larsson
Original CL Desc
-----------------------------------------------------------------
This change adds support for defining ondemand pak file rule(s). These rules
overrides existing rules created from asset chunking and is currenlty only meant to be used for .ubulk/.uptnl files.
Ondemand content is serialized to loose files with a new I/O store writer to /MyGame/ContentOnDemand/Paks/{MyPakRuleName}.

#rb CarlMagnus.Nordin,PJ.Kack
#preflight 63e39130786751d1e010c14c
#rnx

[CL 24213673 by hilda cruz in ue5-main branch]
2023-02-14 12:01:56 -05:00
per larsson
e7c2bdc3e8 This change adds support for defining ondemand pak file rule(s). These rules
overrides existing rules created from asset chunking and is currenlty only meant to be used for .ubulk/.uptnl files.
Ondemand content is serialized to loose files with a new I/O store writer to /MyGame/ContentOnDemand/Paks/{MyPakRuleName}.

#rb CarlMagnus.Nordin,PJ.Kack
#preflight 63e39130786751d1e010c14c
#rnx

[CL 24213660 by per larsson in ue5-main branch]
2023-02-14 12:01:42 -05:00
per larsson
373dd67228 Ondemand PakFile rules
This change adds support for defining ondemand pak file rule(s). These rules
overrides existing rules created from asset chunking and is currenlty only meant to be used for .ubulk/.uptnl files.
Ondemand content is serialized to loose files with a new I/O store writer to /MyGame/ContentOnDemand/Paks/{MyPakRuleName}.

#rb CarlMagnus.Nordin,PJ.Kack
#preflight 63e39130786751d1e010c14c
#rnx

[CL 24096114 by per larsson in ue5-main branch]
2023-02-09 08:21:15 -05:00
dan thompson
4a6b8c8b00 Removal of the r.Shaders.CompressionFormat CVar, and shader group compression during UnrealPak now inherits the packaging compresison level.
Due to the fact that UnrealPak doesn't load INIs, the cvar was always its default value. This, combined with the fact that shaders don't store what codec they are compressed with means that setting this cvar to anything other than default (oodle) causes a crash in UnrealPak as DecompressShader will try to decompress with Oodle independent of the actual codec. Rather than plumb this information down through ProjectParams, I felt it prudent to just always use Oodle.

Additionally, in order to facilitate faster iteration times for development build farm jobs, the shader compression level used during UnrealPak will inherit from the overall package compression level set via Project Settings (PackageCompressionLevel_*).

This tacitly avoids patch issues as the default shader compression level happens to be the default package compression level, except now it inherits any faster levels for iteration time.

Note that we still use Mermaid as the codec as it's faster for decompressing than Kraken, which we care about for shaders.

#rb Fabian.Giesen
#rb Arciel.Rekman
#preflight 63e2f94c786751d1e0ffb290

[CL 24092953 by dan thompson in ue5-main branch]
2023-02-09 00:35:55 -05:00