- Moved HighQualityLightmap support check to IOSTargetPlatform so it can check project settings for Metal support
- Fixed some issues running on an x86_64 device
- Cleaned up some unused functions in TargetPlatform
#codereview niklas.smedberg
[CL 2478853 by Josh Adams in Main branch]
- Refactored code to make it easier to check .ini settings for non-default build settings
#codereview peter.sauerbrei
[CL 2475920 by Josh Adams in Main branch]
UE-8075 - Devices not updating post-SDK path change
Fixed code so that it correctly references the device detection class.
Added a 'force update' path so that upon successful SDK path updates the devices are rechecked right away instead of waiting up to 10 seconds.
Cleared out old devices if the SDK path is empty/doesn't contain the adb executable
Change to UEBuildAndroid so that empty SDK paths are no longer treated as valid paths on start up allowing things like SDKPath=("") to be overridden by env vars.
[CL 2419718 by Ben Marsh 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]
- Enabled ES31 for GitHub/P4 users (currently only works on a Tegra K1 with recent system software)
- Always use separate APKs - this means that all APKs will have -armv7-es2 (or whatever) in their name. This may affect scripts, etc people have written
- Fixed a bug when using multiple java libraries (for users who add their own libs)
- Properly collapse Android devices into a single device with multiple variants. LaunchOn will now choose the best format based on the connected device. If you want to override the format, you will need to use the ProjectLauncher
- Added Android serial number to the device type, in case you have multiple devices of the same type (also fixes [UE-3770])
#codereview niklas.smedberg,chris.babcock
[CL 2385821 by Josh Adams in Main branch]
- Improved code signing/zipalign support in SDK 21
- Forcing NDK 19, since NDK 21 will generate code that cannot run on previous OSs
[CL 2350652 by Josh Adams in Main branch]
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]