Commit Graph

72 Commits

Author SHA1 Message Date
Wes Hunt
7fa290bb33 Summary: running UAT from VS is simpler and faster.
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.

Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh

[CL 2615060 by Wes Hunt in Main branch]
2015-07-09 10:15:37 -04:00
Wes Hunt
506f7e64a4 UEB-260 - Break AutomationTool into AutomationUtils that all automation projects depend on, and AutomationTool, which essentially only contains the startup code.
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh

[CL 2605826 by Wes Hunt in Main branch]
2015-06-30 11:40:05 -04:00
Robert Jones
0ca3f7a241 UE-16552 - Application can crash when returning from a paused OBB download
- Changed logic for dealing with the download activity being backed out of
- Updated .bat file writing so that a second bat file which doesn't push the obb (but can remove it) is written

[CL 2581067 by Robert Jones in Main branch]
2015-06-09 06:34:08 -04:00
Robert Jones
9e07b9d8d8 UEPLAT-831 - AndroidManifest.xml update for ES3.1 targets
- Changed MakeAPK loop so that it can deal with multiple manifests
- Removed ability to make a Fat APK from same code as we don't/won't use it

[CL 2566503 by Robert Jones in Main branch]
2015-05-27 09:21:57 -04:00
Robert Jones
2c8b3e10d3 UE-15257 - Android deployment fails on some devices
- Changes deploy script back to old method
- Added code to deal with multiple OBB files for release vs dev and gives the user an option to use one (the other is removed from the device)

[CL 2542717 by Robert Jones in Main branch]
2015-05-08 08:26:58 -04:00
Robert Jones
28257f1325 UE-14741 - OBB Fails to deploy to Android devices with 4.1.1 installed
- Changed OBB install script to deal with this setup

[CL 2532007 by Robert Jones in Main branch]
2015-04-30 11:09:48 -04:00
Robert Jones
2cddee3fb1 UEPLAT-7 - OBB downloading code in Java
- Code additions to download data from Google Play Store if not on device
- Changes deploy to write new meta-data
- Changes to Android deploy to cache ini files once and re-read instead of the constant open/read we had
- Added template/code generation system so we can now generate Java files based on a template for project dependent names etc

[CL 2521147 by Robert Jones in Main branch]
2015-04-22 11:14:29 -04:00
Josh Adams
e718dd6dab - Fixed up tooltips/comments for new ES31+AEP support
[CL 2505788 by Josh Adams in Main branch]
2015-04-08 16:23:03 -04:00
Chris Babcock
482eba0564 Launch on Android now restarts application if APK did not require updating
#ue4
#android
#codereview Josh.Adams

[CL 2500332 by Chris Babcock in Main branch]
2015-04-02 16:30:40 -04:00
Chris Babcock
0eab0d7eb1 Android IterativeDeploy will now always push UE4CommandLine.txt (delta checks occurred before it was written to staging directory)
#ue4
#android
#codereview Josh.Adams

[CL 2495834 by Chris Babcock in Main branch]
2015-03-30 12:43:30 -04:00
Chris Babcock
a7f7b0396b UEPLAT-4 - support iterativedeploy on Android
exclude copying movie uassets or umaps (they will be cooked and copied to staging)
#ue4
#android
#codereview Peter.Sauerbrei

[CL 2494654 by Chris Babcock in Main branch]
2015-03-27 18:37:53 -04:00
Chris Babcock
1ec7274549 Check for Android .so instead of .apk to determine if UE4 project for target configuration was built
#ue4
#android
#codereview Josh.Adams

[CL 2486770 by Chris Babcock in Main branch]
2015-03-20 16:56:37 -04:00
Chris Babcock
6525b7db27 Added support for ARMv8a and fallback for ARMv7a
#ue4
#android
#codereview Josh.Adams

[CL 2479097 by Chris Babcock in Main branch]
2015-03-13 16:21:52 -04:00
Josh Adams
a98d6d5f5c - Changed Android ES31+AEP support from a TargetPlatform to a checkbox that works with any Android TP
- 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]
2015-03-13 14:05:13 -04:00
Robert Jones
0f92dddcd6 UE-3968 - Project deployment can overwrite existing directories on device
- all projects are now deployed to a subdirectory of UE4Game when launching

Related to OBB support changes. (Futher changes to follow)
- File name for OBB is now of format main.1.<details> rather than main.00001.<details> due to Google Play file naming requirements.

[CL 2458323 by Robert Jones in Main branch]
2015-02-24 08:51:34 -05:00
Josh Adams
e889589983 - Fixing OBB In APK with Launch On [UE-9150]
[CL 2432773 by Josh Adams in Main branch]
2015-02-04 20:05:59 -05:00
Terence Burns
6f98decbcd UE-8433
Added an error code for missing ue4game binaries when packaging a non code project.
Added a check in main frame actions to determine whether we display a dialog with the error message in it.

Fix for incorrect IOS stub path being logged
Fix for incorrect Android apk path being generated for non ue4game renames in ::GetFinalApkName

[CL 2427458 by Terence Burns in Main branch]
2015-02-01 12:33:30 -05:00
Chris Babcock
6485e6a490 Clean up Android install batch file
#android
#ue4
#codereview Josh.Adams

[CL 2424322 by Chris Babcock in Main branch]
2015-01-29 15:44:55 -05:00
Josh Adams
7231a49511 - Moved OBBInAPK into ProjectSettings, and renamed it [UE-8359]
- Removed all the OBBInAPK hackery in UBT
- Updated the apk install scripts with some more information as to what it's doing [UE-8258]

[CL 2420664 by Josh Adams in Main branch]
2015-01-27 13:05:32 -05:00
Josh Adams
49f5667db9 - Fixed Android install script on Mac [UE-8083]
[CL 2415628 by Josh Adams in Main branch]
2015-01-22 14:33:53 -05:00
Robert Jones
b5a273a278 SDK path editing in editor.
- 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]
2015-01-20 10:05:42 -05:00
Michael Trepka
b72f8ae502 Call adb in AndroidPlatform automation script directly instead of using cmd.exe or sh to fix issues with Run returning empty output from these commands
[CL 2406337 by Michael Trepka in Main branch]
2015-01-14 16:02:37 -05:00
Michael Trepka
5b0dab839f Made the Mac install script for Android deployment runnable from Finder
#lockdown Zachary.EdgertonJones

[CL 2403543 by Michael Trepka in Main branch]
2015-01-12 12:02:43 -05:00
Rene Rivera
2c49198a3e [UE-6843] Fix graphics streching problems when launchng on a non-keylocked screen-locked device. This moves the screen unlocking from UAT to the game itself. Which allows for proper screen wakeup and lock dismissal.
#codereview josh.adams, chris.babcock

[CL 2396541 by Rene Rivera in Main branch]
2015-01-05 08:49:14 -05:00
Michael Trepka
98dc0aa5fe Removed conditional inclusion of most platform files in UBT project so the same project can be used in Visual Studio and Mono Develop/Xamarin Studio, removed _Mono UBT and UAT projects, updated automation scripts to be compatible with Mono 3.10
[CL 2388812 by Michael Trepka in Main branch]
2014-12-15 15:28:22 -05:00