Commit Graph

37 Commits

Author SHA1 Message Date
Ben Marsh
d44f632932 Fix BuildEditorAndTools not supporting project arguments with relative paths correctly.
#fyi Ryan.Hummer
#preflight none

[CL 25316617 by Ben Marsh in ue5-main branch]
2023-05-03 09:14:00 -04:00
sebastien lussier
284f8b47db World Partition - Builder Commandlet: A collection name can now be provided as an argument instead of a map name.
* Builder will execute on each map of the collection
#rb jeanfrancois.dube
#preflight 641127d45819afacafdae915

[CL 24648808 by sebastien lussier in ue5-main branch]
2023-03-14 23:22:53 -04:00
Ben Marsh
38e38030bf Include a generated TargetInfo.json file with the pre-built editors, and set the "promoted" flag by default.
This allows running the editor without having to run UBT to determine all the available targets for a project.

#preflight none

[CL 24461562 by Ben Marsh in ue5-main branch]
2023-03-01 09:22:34 -05:00
Tim Smith
b3eae65080 Updating sample build scripts to not build UnrealHeaderTool
#rb
#preflight 63c01af8bf54fa7b3668d1d7

[CL 23662742 by Tim Smith in ue5-main branch]
2023-01-12 09:57:35 -05:00
Alexis Matte
8b8765cb61 Make sure InterchangeWorker is build by UGS and when we release it.
#jira UE-108125
#rb
#rnx
#preflight 638a0c194b2f03a7d7a812fd

[CL 23372363 by Alexis Matte in ue5-main branch]
2022-12-02 09:45:14 -05:00
Ben Marsh
95e92c300e Horde: Add a job type for running the local executor in the default config file.
#preflight none

[CL 23153073 by Ben Marsh in ue5-main branch]
2022-11-16 08:37:08 -05:00
Ben Marsh
f58e8b9172 Remove Trigger code from BuildGraph example. We don't support this element any more.
#preflight none

[CL 20452422 by Ben Marsh in ue5-main branch]
2022-06-01 10:44:56 -04:00
Bryan Johnson
6e6c6783bb Allow to override the agent type for BuildEditorAndTools job
#rnx
#jira none
#rb Ryan.Durand

[CL 19055947 by Bryan Johnson in ue5-main branch]
2022-02-18 15:32:14 -05:00
ryan hummer
3421d4816e Adding an option to specify the archive name of a PCBs archive
Allows building a project that does not specifies an editor, using UnrealEditor, but is its own project to prevent archives stomping over each other

#rnx
#jira none

#ROBOMERGE-AUTHOR: ryan.hummer
#ROBOMERGE-SOURCE: CL 18757311 in //UE5/Release-5.0/... via CL 18759649 via CL 18760671
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18760899 by ryan hummer in ue5-main branch]
2022-01-27 15:49:08 -05:00
Ryan Hummer
69121f3a00 Add the ability to specify additional tools in the BuildEditorAndTools build graph
#jira none
#rb ryan.durand, ryan.hummer
#fyi bryan.johnson
#preflight skip

[CL 18618684 by Ryan Hummer in ue5-main branch]
2022-01-14 11:28:40 -05:00
sebastien lussier
c0753f3011 Updated the HLOD generation BuildGraph example script to include most changes from our internal demo
#rb jeanfrancois.dube
#preflight trivial
#jira none

#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18475313 in //UE5/Release-5.0/... via CL 18481104
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18481114 by sebastien lussier in ue5-release-engine-test branch]
2021-12-16 19:01:27 -05:00
ben marsh
1c53bb68bd BuildGraph: Add support for including scripts using wildcards.
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 18191024 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)

[CL 18191074 by ben marsh in ue5-release-engine-test branch]
2021-11-15 11:00:49 -05:00
sebastien lussier
8086487a85 World Partition HLOD builder - Run the setup phase with -AllowCommandletRendering
#rb richard.malo

#ROBOMERGE-SOURCE: CL 16840322 via CL 16841786
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16841889 by sebastien lussier in ue5-release-engine-test branch]
2021-07-13 16:08:43 -04:00
sebastien lussier
d272103bf6 In Distributed HLOD builds, allow -SetupHLODs & -BuildHLODs steps to run without source control
* Will prevent AWS buildmachines from holding an exclusive lock on actor files in case of a crash & if the Horde process doesn't cleanup checked out file properly (often the case)
* All p4 operations were temporary during those two steps those anyway
* Much faster setup step

The last step, -SubmitHLODs will obviously require source control to be enabled
#rb jeanfrancois.dube

#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 16365501 in //UE5/Private-Frosty/... via CL 16370860
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)

[CL 16370880 by sebastien lussier in ue5-release-engine-test branch]
2021-05-18 13:28:28 -04:00
jonathan adamczewski
d35f484540 BuildEditorAndTools.xml:
Recursively bundle pre-compiled AutomationTool binaries, based on the method used in InstalledEngineBuild.xml

(AutomationTool is pre-built before the script is run - there is no need to build it again)


#jira UE-114327

[CL 16119044 by jonathan adamczewski in ue5-main branch]
2021-04-26 17:28:20 -04:00
sebastien lussier
945039e0b1 WorldPartitionHLODsBuilder
* Added options to generate/use a build manifest
* -BuildManifest=Filename.ini
* When calling with -SetupHLODs, provide "-BuildManifest=Filename.ini -BuilderCount=N" to have N workloads in the build manifest
* When calling with -BuildHLODs, provide "-BuildManifest=Filename.ini -BuilderIdx=i" to build workload i

Added UWorldPartitionBuilder::PreWorldInitialization()

Added support for distributed World Partition HLOD generation
* Runs multiple steps on different machines
* Setup: Done on a single machine, will create/update/delete HLOD actors as required. The distributed setup step takes a "BuilderCount" argument, which will be used to write a build manifest that specify the work that needs to be done by the N builders
* Build: Performed on multiple machines, read work to be done from the build manifest
* Submit: Final step, perform on a single machine. Gather files modified in all the previous steps and submit them in a single changelist

Intermediary files that are created/modified/deleted are transfered between the jobs as build products, and submitted in the last step.

To run with UAT:
RunUAT.bat BuildGraph -Script=Engine\Build\Graph\Examples\BuildWorldPartitionHLODs.xml -Target="HLOD Generation" -set:ProjectName=YourProjectName -set:EditorTarget=EditorTargetName -set:MapName=YourMapName -set:BuilderCount=N

To run steps individually:
* Setup (N = Builder count to use)
    YourProject YourMapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -AllowCommandletRendering -Builder=WorldPartitionHLODsBuilder -SetupHLODs -DistributedBuild -BuilderCount=N
* Build (i from 0 to N-1):
    YourProject YourMapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -AllowCommandletRendering -Builder=WorldPartitionHLODsBuilder -DistributedBuild -BuildHLODs -BuilderIdx=i
* Submit:
    YourProject YourMapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -AllowCommandletRendering -Builder=WorldPartitionHLODsBuilder -DistributedBuild -SubmitHLODs

Changes integrated from UE5 main:
#ushell-cherrypick of 15669199 by Sebastien.Lussier
#ushell-cherrypick of 15687351 by JeanFrancois.Dube
#ushell-cherrypick of 15693052 by Sebastien.Lussier
#ushell-cherrypick of 15693777 by Sebastien.Lussier

#ROBOMERGE-SOURCE: CL 15710613 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15710619 by sebastien lussier in ue5-main branch]
2021-03-16 08:56:01 -04:00
Ryan Durand
08540a873a Update BuildEditorAndTools.xml to attempt to get the P4CLIENT from the env vars and use that to generate the submit client, otherwise falling back on the old method.
#rnx
#rb none
#jira UE-109605

[CL 15626974 by Ryan Durand in ue5-main branch]
2021-03-05 13:55:19 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Ben Marsh
03675533ea Rename UE4Game -> UnrealGame, UE4Client -> UnrealClient, UE4Server -> UnrealServer.
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.

Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.

Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects

#rb none

[CL 14301890 by Ben Marsh in ue5-main branch]
2020-09-11 15:54:42 -04:00
Ben Marsh
486408b1a9 Rename UE5Editor to UnrealEditor.
#rb none
#jira UE-97600

[CL 14292067 by Ben Marsh in ue5-main branch]
2020-09-10 15:39:00 -04:00
Ben Marsh
be7034ec27 Rename UE4Editor to UE5Editor, and generated solution/projects from UE4 -> UE5.
UE4Game/Client/Server targets left intact for the time being.

#rb none

[CL 14288076 by Ben Marsh in ue5-main branch]
2020-09-10 09:10:30 -04:00
Chad Garyet
eb0a6fa599 Change the name of the zip file to EditorTarget rather than just "Editor"
#jira none
#rb none
#rnx

[CL 14048898 by Chad Garyet in ue5-main branch]
2020-08-06 12:56:01 -04:00