The Localise automation script processing was failing as we have acquired the "zh-Hans-CN" culture in our OneSky project, but the UE4 commandlet doesn't generate that culture, only "zh-CN". This was causing the script to fail as it couldn't find the data for that culture in Perforce.
This change has the Localise automation script read the same config file that the UE4 commandlet will use, and then use that config file data to work out what cultures it will export/upload to OneSky.
This change should also make the script generic enough for it to be used for other projects (once we can pass in the arguments on the command line).
[CL 2704649 by Jamie Dale in Main branch]
Added some default values for project setup.
Added type support to default value macros for manifest settings.
Added a macro for manifest generation that filters all non-alphanumeric or dot characters (this is a common requirement for manifest fields).
Filtered game name with alphanumericdot and productid with guid type to support projects that didn't use the same format as some others.
[CL 2541236 by Jeff Campeau in Main branch]
- Merged in Microsoft's Unreal Build Tool changes for VS 2015 support, and Universal App Platform support
- VS 2015 support is disabled by default (the engine is not yet compiling with VS 2015)
- Use the new '-2015' option when generating project files to enable VS 2015 support
- Windows SDK 8.1 is used by default. To use Windows SDK 10, enable WindowsPlatform.bUseWindowsSDK10
- UAP support is disabled (not supported yet, work in progress.) Use WinUAPPlatform.bEnableUAPSupport to enable it.
- Various loose ends still remain (search for "@todo UAP" in Unreal Build Tool code)
[CL 2537920 by Mike Fricker in Main branch]
- Fixes to the Mac HTML5 Device selection. .app files now work correctly.
- Re-enabled HTML5 in Mac Editor.
- Added HTML5LaunchHelper executable to clean up the process of LaunchOn for HTML5.
- Improve HTML5 SDK Settings Editor interface. Only the emscripten install directory is needed now, SDK version are automatically picked up and selected for use.
- Change UnrealPak to also account for bytes saved (>64KB) and percentage size of original file (<90%) when choosing to automatically turn off compression.
- Added Server Port option for HTML5 deploy to stop clashes on port 8000
- Adding more logging for use during debugging & tracing.
- Added an option to turn on HTML5 tracing api and added calls to the api.
- Fix up check() macros to throw alert messages and be more clear that something has gone wrong on HTML5.
#codereview Ankit.Khare
[CL 2452979 by James Moran in Main branch]
- Temporarily (until 4.8) deleting the bad Engine/Config/NoRedist/BaseEngine.ini that was being created because of the above problem
#codereview jamie.dale,terence.burns
[CL 2423949 by Josh Adams in Main branch]
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 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]
Switch HTML5 SDK setupt to prefer values from User*.ini's over environment varibles
FYI #codereivew josh.adams, ankit.khare, rob.jones
[CL 2383359 by James Moran in Main branch]
- Fixed .ini parsing of bools to allow for True, true, TRUE, etc.
#codereview Robert.Manuszewski,niklas.smedberg
[CL 2284471 by Josh Adams in Main branch]