Optimize StopProcess() when called with KillDescendants=true by using the standard Process.Kill(bool entireProcessTree) instead of our own slow KillAllDescendants() implementation.
Kill entire process trees when killing the launched processes from KillAll on uat exit.
Build machines will still call KillAllDescendants as the last fallback just as before.
#jira none
#rb carlmagnus.nordin
#rnx
#preflight 62304a9510686369534217ce
[CL 19383104 by PJ Kack in ue5-main branch]
- Started moving the code that turns ProjectPackagingSettings into BuildCookRun commandline from editor to C# so that we can run scripts without needing to bake out the commandline
- Updated ExecuteBuild to handle some new variables and such (like the new one for importing ProjectPackagingSettings into the commandline dynamically)
- Added ability to update a Default config file in C# (with limited functionality - set value and add array entry, with an enum we can extend later)
- Minor cleanup here and there
#rb david.harvey
#preflight 622b581ddf3960e506cf9a27
#preflight 622bb3f046679d56c3239a8c
[CL 19360380 by Josh Adams in ue5-main branch]
Give ERunOptions.NoStdOutCapture a unique value so that Options.HasFlag(ERunOptions.NoStdOutCapture) returns the expected result.
#jira none
#rb carlmagnus.nordin
#rnx
#preflight 6229dbc7377a9e55bac9ec3a
[CL 19334901 by PJ Kack in ue5-main branch]
#preflight 621e490eca28c556342d13c6
#ROBOMERGE-AUTHOR: andrew.scheidecker
#ROBOMERGE-SOURCE: CL 19202669 via CL 19206896 via CL 19213226 via CL 19213594 via CL 19213681
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19225208 by andrew scheidecker in ue5-main branch]
#preflight
#ROBOMERGE-AUTHOR: justin.marcus
#ROBOMERGE-SOURCE: CL 18868625 via CL 18880828 via CL 18880841 via CL 18880847 via CL 18880900 via CL 18880906
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18884842 by justin marcus in ue5-main branch]
#rb swarm
#swarm 18391661
#preflight 61aece940e3f453820506dae
#tests Android / Switch preflight
#ROBOMERGE-AUTHOR: thomas.ross
#ROBOMERGE-SOURCE: CL 18449824 via CL 18449842 via CL 18449853 via CL 18449862 via CL 18450175 via CL 18450186 via CL 18450195
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v897-18405271)
[CL 18450217 by thomas ross in ue5-main branch]
#rb swarm
#swarm 18391661
#preflight 61aece940e3f453820506dae
#tests Android / Switch preflight
#ROBOMERGE-AUTHOR: thomas.ross
#ROBOMERGE-SOURCE: CL 18449824 via CL 18449842 via CL 18449853 via CL 18449862 via CL 18450175 via CL 18450186
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18450195 by thomas ross in ue5-release-engine-test branch]
Staged builds are explicitly assigned a project id via the persistent UECommandline.txt file. This works on mobile/consoles, but isn't implemented for Windows/Linux/Mac, so staged builds for those platforms don't have a persistent assignment of project id and instead rely on the launch by the editor including the appropriate commandlines.
Unstaged builds on Windows/Mac/Linux now determine project id independently after they have determined the project file path. This happens after the project file has been determined and has had case corrected. This ensures it is different/unique for multiple blueprint projects that share the same executable.
Fix a bug where second cook in editor to zen would stall because the queue thinks all additions are finished due to a boolean that isn't reset.
#rb devin.doucette
#rb per.larsson
#preflight 61b39a35a2562c8b1c40f81e
#ROBOMERGE-AUTHOR: zousar.shaker
#ROBOMERGE-SOURCE: CL 18432317 in //UE5/Release-5.0/... via CL 18435404 via CL 18435895
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v897-18405271)
[CL 18436056 by zousar shaker in ue5-main branch]
Staged builds are explicitly assigned a project id via the persistent UECommandline.txt file. This works on mobile/consoles, but isn't implemented for Windows/Linux/Mac, so staged builds for those platforms don't have a persistent assignment of project id and instead rely on the launch by the editor including the appropriate commandlines.
Unstaged builds on Windows/Mac/Linux now determine project id independently after they have determined the project file path. This happens after the project file has been determined and has had case corrected. This ensures it is different/unique for multiple blueprint projects that share the same executable.
Fix a bug where second cook in editor to zen would stall because the queue thinks all additions are finished due to a boolean that isn't reset.
#rb devin.doucette
#rb per.larsson
#preflight 61b39a35a2562c8b1c40f81e
#ROBOMERGE-AUTHOR: zousar.shaker
#ROBOMERGE-SOURCE: CL 18432317 in //UE5/Release-5.0/... via CL 18435404
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435895 by zousar shaker in ue5-release-engine-test branch]