Commit Graph

227 Commits

Author SHA1 Message Date
Ben Marsh
7e26c34d2b EpicGames.Core: Deprecate legacy log methods to prefer structured logging interface.
#preflight 640a23d928026468d9de7cbd

[CL 24580590 by Ben Marsh in ue5-main branch]
2023-03-09 14:51:40 -05:00
Ben Marsh
e141cb6196 More UAT structured logging fixes.
#preflight 6408dee3b0544ef0b4bca696

[CL 24564590 by Ben Marsh in ue5-main branch]
2023-03-08 14:32:15 -05:00
Ben Marsh
235eb77726 Change to structured logging in other AutomationTool projects.
#preflight 6408c4478c0039bbf750e861

[CL 24562553 by Ben Marsh in ue5-main branch]
2023-03-08 12:43:35 -05:00
chris babcock
74cf426583 Alternative AFS startup method (solves failed to launch and bind listener issues)
#jira UE-177026 UE-167177
#android
[REVIEW] [at]Jack.Porter
#rb Jack.Porter
#preflight https://horde.devtools.epicgames.com/job/63feaedea134e0b059ade764

[CL 24459424 by chris babcock in ue5-main branch]
2023-03-01 04:39:05 -05:00
chris babcock
c04d687e32 Fix AAB archiving issue (incorrectly added '-' when architecture not specified)
#jira UE-176695
#android
[REVIEW] [at]Brandon.Schaefer
#rb Brandon.Schaefer

#preflight https://horde.devtools.epicgames.com/job/63e550c01d3284fefe89f07a

[CL 24110677 by chris babcock in ue5-main branch]
2023-02-09 19:37:25 -05:00
josh adams
1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
Josh Adams
e1e330be49 Fixed up Androd installation via Turnkey:
- Moved running AndroidStudio to install the commandline tools into the InstallSDKfunction, out of the Prerequisites, which now just now makes sure AndroidStudio is installed
- Added direct AndroidStudio download to Turnkey, usable by all licensees (no need to host the installer at each studio now)
#preflight 63cea450976daa618c0498ec
#rb chris.babcock

[CL 23812459 by Josh Adams in ue5-main branch]
2023-01-23 10:42:04 -05:00
Josh Adams
6f8a642479 Android architecture overhaul (version 1, more can be done!)
- Changed -arm64 and -x64 to arm64 and x64
- Removed the Arches array and other multi-architecture stuff from Adnroid compiling and linking, and using the higher level UEToolchain functionality to handle multi-architecture
- AndroidToolchain is now a proper ClangToolchain subclass instead of overriding everything it did (being a proper ISPCToolchain subclass coming later)
- Updated some of the UEToolchain side stuff (Android is the first platform to need separate Link output, but still need a single Target)
- All the architecture stuff is driven by UEBuildAndroid, not AndroidToolchain, so the make-a-temp-toolchain object just to get architectures was removed
- Removed unused stuff like bAllowMissingNDK, bExecuteCompilerThroughShell, Arches/GPUArches arrays
- Added a high-levle ConvertToPlatformArchitecture() function that UBT can use to turn "x86_64" into the achitecture that Android wants of "x64"
#rb chris.babcock
#preflight 63bdb04271079a8d1c2ef110

[CL 23634002 by Josh Adams in ue5-main branch]
2023-01-10 16:44:45 -05:00
chris babcock
ae4ea03d23 Remove unused code that could cause error on Mac
#jira UE-169212
#android
[REVIEW] [at]Adam.Kinge
#rb Adam.Kinge

#preflight https://horde.devtools.epicgames.com/job/6391598b7e0feab0b705f369

[CL 23450474 by chris babcock in ue5-main branch]
2022-12-08 13:35:51 -05:00
chris babcock
91a9430cc8 Turnkey support for Android on Mac
#jira UE-137933
#android
[REVIEW] [at]Jack.Porter
#rb Jack.Porter
#preflight https://horde.devtools.epicgames.com/job/6357e9a87261e565c46da243

[CL 22793027 by chris babcock in ue5-main branch]
2022-10-26 17:31:02 -04:00
ryan hummer
a03ed3200f Adding an option to serialize output to a file instead of converting a StringBuilder to a string.
#rnx
#jira UE-166134
#rb none
#preflight 63445de9e166160bb56d80e8

[CL 22470518 by ryan hummer in ue5-main branch]
2022-10-11 20:55:38 -04:00
slonopotamus
15a2098771 PR #9417: Fix NullReferenceException when running Turnkey on installed engine build without Android support (Contributed by slonopotamus)
#jira UE-160277
#android
#review-21555999 Chris.Babcock
#rb Chris.Babcock


#preflight

[CL 21555997 by slonopotamus in ue5-main branch]
2022-08-24 19:34:35 -04:00
dmytro vovk
5bad8f37b7 Removed legacy Android Project Settings
#rb Chris.Babcock

[CL 21467626 by dmytro vovk in ue5-main branch]
2022-08-19 19:18:13 -04:00
UnrealBot
73409369c0 Branch snapshot for CL 21319338
[CL 21319338 in ue5-main branch]
2022-08-10 16:03:37 +00:00
Ben Marsh
cbb950c578 UBT: Use ILogger throughout UBT, rather than legacy EpicGames.Core.Log methods. All output going forwards should use structured logging rather than String.Format style logging.
#preflight 628e9dc6e746de4961f60032

[CL 20373777 by Ben Marsh in ue5-main branch]
2022-05-25 19:55:37 -04:00
Chris Babcock
7e03d99b02 Fix overflow obb file installs for Android
#jira UE-151295
#android
#review @Jack.Porter
#rb Jack.Porter

#preflight https://horde.devtools.epicgames.com/job/6279d6d51217b3a23d17ab0a

[CL 20117619 by Chris Babcock in ue5-main branch]
2022-05-09 23:20:43 -04:00
PJ Kack
65391545db UAT: Restrict the COTF -filehostip list to ip v4 host addresses and only include 127.0.0.1 on host platforms or platforms that support port redirection.
Makes connecting to cotf faster on some platforms.
Removes warnings like: LogSockets: Warning: Could not serialize fe80::edc3:3284:5b1b:1f32%7, got error code SE_NO_ERROR [0]
Makes the string shorter and more readable.

Test:
RunUAT.bat BuildCookRun -project=Samples\Games\ShooterGame\ShooterGame.uproject -platform=XYZ -config=development -build -cookonthefly -stage -run

FileHostIp example on PC & android:
Before: -filehostip=127.0.0.1+fe80::edc3:3284:5b1b:1f32%7+10.24.101.44+::1+127.0.0.1+fe80::58d4:b8b3:ff7a:4974%9+172.18.240.1
After : -filehostip=127.0.0.1+10.24.101.44+172.18.240.1

FileHostIp example on console:
Before: -filehostip=127.0.0.1+fe80::edc3:3284:5b1b:1f32%7+10.24.101.44+::1+127.0.0.1+fe80::58d4:b8b3:ff7a:4974%9+172.18.240.1
After : -filehostip=10.24.101.44+172.18.240.1

#jira none
#rb carlmagnus.nordin, per.larsson
#rnx
#preflight 62722ddafe45c124493258a8

[CL 20038819 by PJ Kack in ue5-main branch]
2022-05-04 04:18:17 -04:00
chris babcock
32da3a5e18 Clean up leftover OBB files which may override new data deployment for Android quick launch
#jira UE-147124
#android
[REVIEW] [at]Jack.Porter
#rb Jack.Porter
#preflight 626610b2f3533b5fe26f04dc
#lockdown Jack.Porter

#ROBOMERGE-AUTHOR: chris.babcock
#ROBOMERGE-SOURCE: CL 19898474 in //UE5/Release-5.0/... via CL 19898535
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)

[CL 19901857 by chris babcock in ue5-main branch]
2022-04-25 10:03:17 -04:00
PJ Kack
aaaf1a0961 UAT: Fix non-zero UAT exit code when closing game launched on Android.
Restore the behavior as it was before cl 19621549.

#jira UE-149217
#rb chris.babcock
#rnx
#preflight 62663c2e926e1f8b58a07f48

[CL 19898849 by PJ Kack in ue5-main branch]
2022-04-25 02:26:16 -04:00
chris babcock
a83b231a9b Fix case of DotNET path for archiving UnrealAndroidFileTool
#jira UE-148051
#android
[REVIEW] Jack.Porter
#rb Jack.Porter
#preflight 625f4ae4fd255ad9e2f77f89

#ROBOMERGE-AUTHOR: chris.babcock
#ROBOMERGE-SOURCE: CL 19826273 in //UE5/Release-5.0/... via CL 19826358
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)

[CL 19834857 by chris babcock in ue5-main branch]
2022-04-20 14:30:19 -04:00
jonathan adamczewski
c12d99d854 .net6.0 is not supported in VS2019. Suppress warnings about that when using that IDE (with this change, when building UnrealBuildTool & AutomationTool)
#jira none
#rnx
#rb joe.kirchoff
#preflight 624f2c163c2aff69c54ff9eb

[CL 19675097 by jonathan adamczewski in ue5-main branch]
2022-04-07 15:06:02 -04:00
jonathan adamczewski
c1bb6901bf Upgrade to .NET 6.0
#jira UE-119846
#preflight 624cbb2ecc0872e96b0d5181

[CL 19652696 by jonathan adamczewski in ue5-main branch]
2022-04-06 14:46:50 -04:00
PJ Kack
91d645a0a8 Android editor integration improvements.
UAT RunClient: Continuously redirect output to uat stdout while client is running.
UAT RunClient: Add a process wrapper to kill client process when uat exits and to write the adb device log file to the host pc directories.
UAT RunClient: Push the ClientCmdLine args as a UECommandLine.txt file to the device to the correct location (different for adb deploy and android file server) to override the stage/apk command line.
UAT MakeApk: Add a UECommandLine.txt cache file to the intermediate directory to invalidate the apk when the stage/apk command line changes (e.g. when switching between CBTB or COTF or cooking with/without Zen).
LaunchAndroid.cpp: Add debug output for which override command line file that is being used.
LaunchAndroid.cpp: Implement missing -waitforattach/-waitfordebugger feature.
DataDrivenPlatformInfo.ini: set bUATClosesAfterLaunch=false to stop the editor from passing -nokill to uat to let it stop all processes when the client exits..

#jira none
#rb chris.babcock
#rnx
#preflight 6245849873665f7d5e4f0a18
#preflight 624be1f3dc6183e3f5518801

[CL 19621549 by PJ Kack in ue5-main branch]
2022-04-05 02:48:11 -04:00
jonathan adamczewski
5c68d1d9ef Revert //UE5/Main/... changelist 19531725 - return to NET Core 3.1
#preflight 62422fd0470aff98e946bfce
#jira UE-119846

[CL 19534572 by jonathan adamczewski in ue5-main branch]
2022-03-28 18:25:19 -04:00
jonathan adamczewski
18ac15cbb1 Upgrade to .NET 6.0
#jira UE-119846
#preflight 6241fc06470aff98e943c035

[CL 19531725 by jonathan adamczewski in ue5-main branch]
2022-03-28 15:30:56 -04:00