Also cleaned up some output assemblies, preventing all transative references from being outputed (as we assume they build directly to the output directory instead). Unfortunatley the UBT references still cause tranastive dependencies to be copied as this is also a executable that needs to work outside of UAT as well, we should eventually move all UBT referenced code into BuildUtilities.
#rb none
#fyi ben.marsh
[CL 14775171 by Joakim Lindqvist in ue5-main branch]
Added CopyLocalLockFileAssemblies to some addins that added new dependencies (nuget packages) to make sure these gets added to the output folder.
UAT now have a dependency on WindowsForms (on Windows) to enable the WinForms usage in Gauntlet and Turnkey, but is still a console application so just making sure the right assemblies are referenced.
Fixed up shootergame csproj were I had accidentally removed EngineDir props which would have prevented it from working for installed builds as a foreign project.
#rb ben.marsh
[CL 14773885 by Joakim Lindqvist in ue5-main branch]
We now always load by identity and hint to our assembly resolver were to expect to find assemblies that are not in our Engine.
#rb ben.marsh
[CL 14689002 by Joakim Lindqvist in ue5-main branch]
Changed so that automation projects are loaded from their file path (LoadFrom rules) in net core as this is in practise what happened in net fw. Fixes issue were UAT projects not under Engine/Binaries couldnt be loaded.
#rb ben.marsh
[CL 14675418 by Joakim Lindqvist in ue5-main branch]
Also removed usages of automationtool launcher in netcore as we no longer need it.
#rb ben.marsh
#jira UE-102151
[CL 14663048 by Joakim Lindqvist in ue5-main branch]
Also reduces footprint on disk and speedsup builds slightly.
Also took a pass over all projects to fixup their output paths as there were some inconsitencies from my port to netcore.
Lastly I disabled the resource folders for everything but english to reduce some of the noise in the output folder, this just impacts which languages you get code analysis.
#jira UE-102147
#rb none
[CL 14651855 by Joakim Lindqvist in ue5-main branch]
Added a NET_CORE define to allow us to have changes side by side.
The AWS S3 changes are required due to us requiring to upgrade the S3 assembly version to get net core support (which made all methods async).
The ACL checks for files are not available in the system libraries of net core, as such the api is a bit different.
AutomationToolLauncher now just spawns a subprocess when used in netcore, as netcore does not support custom AppDomains and shadow copying. We will generally need to revisit this for netcore as this whole feature of building the source for UAT in UAT is not really possible.
To enable this set environment variable "UE_USE_DOTNET=1", note that with netcore all applications change their output path so this will likely break a bit of tooling when enabled.
#rb ben.marsh
[CL 14572339 by Joakim Lindqvist in ue5-main branch]
This because we do not need this added dependency and it is not available by default in net core.
#rb ben.marsh
[CL 14572295 by Joakim Lindqvist in ue5-main branch]
- General fixes for some platforms
- DDPI now remembers the SDK version information from Turnkey
- Updated Turnkey Launch menu to have SDK information, including device software versions,
- Moved the initial turnkey query earlier before AutoSDKs are setup so envvars are not blown away for the child process
- Added concept of "Prepare For Debugging", but not enabled on any platforms yet (what it means is per platform, and is somewhere between cooking and packaging)
- VerifySdk Turnkey command now puts its output into a (x=y, z=w) format for easier parsing in C++
- NullCopyProvider now copies large remote files, and remote directories, locally before using
[CL 14377385 by Josh Adams in ue5-main branch]
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]