The issue here is that CommandUtils.Run only suppresses stdout when NoSpew is specified, so P4 functions like FileExistsInDepot which use p4 calls that write to stderr (e.g fstat of a path not in P4) still end up spewing.
#review-11800598 @ben.marsh
#rb swarm
#jira nojira
[CL 11803848 by Andrew Grant in 4.25 branch]
Pulled code from Andrew's CL 7828885 for the Mac.
#jira none
#rb ben.marsh
#fyi brandon.schaefer, andrew.grant
[CL 11750877 by Michael Sartain in 4.25 branch]
Additionally allow monolithic programs inside platform extensions to ouput to the Binaries directory in the extension.
#review-11565119 @brian.white, @josh.adams, @ben.marsh
#jira UE-81798
#rb ben.marsh
[CL 11655119 by Anthony Bills in 4.25 branch]
* UAT will now read each *.Automation.csproj file to determine the output path, and load from there rather than just loading anything under Engine\Binaries\AutomationScripts.
* When compiling *.Automation.csproj files, UAT will set the $(EngineDir) directory to the current engine directory, allowing the project to resolve assembly references to the correct location.
* When generating project files, UBT will create an *.Automation.csproj.props file next to the project containing the path to the engine directory, allowing the assembly to be compiled correctly from Visual Studio.
#rb none
#jira UE-77934
[CL 11601626 by Ben Marsh in 4.25 branch]
Also includes noshaderddc option that emulates a cold DDC for shaders
#jira #rb na
#tests ran BenchmarkBuild -project=UE4 -editor -client -xge
[CL 11548100 by Andrew Grant in 4.25 branch]
Have UBT set the source target name as a define during compilation. For unique environments, embed that macro globally, but in shared environments just embed it into game modules.
Have the primary game module bind that define to a core delegate so engine systems can query it
Make LiveCodingModule pass the UBT target name to the UBT so that it doesn't have to guess which target to build
For agnostic executables (UE4Game, UE4Editor) running content only projects, the delegate won't be bound, so revert back to type based recompile requests in live coding
Handle DTE string for VS2019 in the source code accessor module
#rb ben.marsh
#ROBOMERGE-SOURCE: CL 11103653 via CL 11103654 via CL 11103656
#ROBOMERGE-BOT: (v640-11091645)
[CL 11103658 by graeme thornton in Main branch]
Fix InstallBundleDefinition Startup Regex not being loaded correctly in C#
Fix GetChunkIndexForFileFromInstallBundles not returning the correct chunk
Checking in disabled until I can verify its OK with a preflight.
[at]Hongyi.Yu
#ROBOMERGE-SOURCE: CL 11098879 via CL 11098888 via CL 11098899
#ROBOMERGE-BOT: (v640-11091645)
[CL 11098917 by justin marcus in Main branch]
Automation changes
#rb [at]Hongyi.Yu [at]Daniel.Lamb
#ROBOMERGE-SOURCE: CL 11073519 via CL 11073571 via CL 11073585
#ROBOMERGE-BOT: (v637-11041722)
[CL 11073595 by justin marcus in Main branch]
Fix FConfigCacheIni::GetSectionNames returning names in reverse order.
Make sure build scripts properly respect bundle order.
change 2/2 - everything not internal
[at]Daniel.Lamb [at]Hongyi.Yu
#ROBOMERGE-SOURCE: CL 11047646 via CL 11047649 via CL 11047656
#ROBOMERGE-BOT: (v637-11041722)
[CL 11047666 by justin marcus in Main branch]