Commit Graph

909 Commits

Author SHA1 Message Date
Ryan Hummer
3ebc0e1bcf Removing mono/xbuild part 1
* Updating references to use dotnet
* Add new RunDotnet scripts
* Removing Mono sh scripts and references to them

#rnx
#jira UE-153293
#rb josh.adams, zack.neyland, brandon.schaefer

[CL 26737744 by Ryan Hummer in ue5-main branch]
2023-08-01 10:02:58 -04:00
Ben Marsh
860736cdbd EpicGames.Core: Record the .NET activity stack on log events. Can be used to supplement logs with context-specific information allowing more granular information about errors and warnings.
[CL 26683383 by Ben Marsh in ue5-main branch]
2023-07-28 15:10:41 -04:00
jorgenpt
7db5461ddc UAT: Explicitly set input encoding for processes #8439
#jira UE-127895

[CL 26542088 by jorgenpt in ue5-main branch]
2023-07-24 10:19:00 -04:00
gary yuan
fc2e67f8c6 Add null check
#rb self

[CL 25955753 by gary yuan in ue5-main branch]
2023-06-13 12:52:40 -04:00
eric knapik
52215d80a3 #Jira: FORT-617630
Adding buildgraph option to EnablePlugins for cooking and building. Enabling a plugin in the buildgraph will enable it for cook and compilation but will not enable it in the application that must be done via other means
Updating BuildCookRun commands so they pass the EnablePlugins command through the build system

[FYI] Taylor.Robert

[CL 25881480 by eric knapik in ue5-main branch]
2023-06-08 16:23:30 -04:00
dmytro ivanov
15a6f27a3e Pass RunCommandline during launch to improve iteration times on mobile by not needing to rebuild .apk every time, because they are not passed via staged build anymore.
#jira UE-185550
#rb adam.kinge

[CL 25868747 by dmytro ivanov in ue5-main branch]
2023-06-08 08:25:43 -04:00
robert millar
6bdae7d69e Additional crash reporting information.
- Whether the binaries were created with debug info.
- Engine 'compatible' version from build info.
- CIS job URL that created the binaries.
- Currently executing CIS job URL.

#rb johan.berg

[CL 25796770 by robert millar in ue5-main branch]
2023-06-05 13:22:14 -04:00
Skylonxe
32669a4675 #10506: Handle altsync and noaltsync values added in recent P4D versions.
[CL 25793074 by Skylonxe in ue5-main branch]
2023-06-05 11:27:05 -04:00
josh adams
f6381544e2 - Allow a project to override the Main SDK version for a platform (the platform's project Engine.ini would set
[OverrideSDK]
  SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e

[CL 25767233 by josh adams in ue5-main branch]
2023-06-02 13:42:59 -04:00
james singer
e5215ab3d3 Allow -vulkandebug to use our distributed vulkan validation layers for both Windows and Linux
Tested with editor and packaged project builds with and without installed Vulkan SDK and it functioned as expected

#preflight 64653fcaf033744ae6af8e56
#jira UE-159251
#review-25517129 @josh.adams, @jeannoe.morissette
#rb Jeannoe.Morissette

[CL 25758808 by james singer in ue5-main branch]
2023-06-02 09:04:53 -04:00
ryan hummer
691a7755bc Fixing password empty check
#rnx
#rb none
#preflight none

[CL 25750779 by ryan hummer in ue5-main branch]
2023-06-01 21:49:20 -04:00
ryan hummer
211bdec81d Don't attempt to log into p4 on a builder and with no password supplied
#rnx
#rb chad.garyet
#preflight 6478db3d6f48a70666dc93d5

[CL 25739701 by ryan hummer in ue5-main branch]
2023-06-01 16:11:40 -04:00
David Harvey
783909a793 Adding hook for any platform-specific files that are needed when staging DLC.
#rnx
#jira UE-127706
#rb trivial
#preflight 6464c553fa4cf416512efcc5

[CL 25505256 by David Harvey in ue5-main branch]
2023-05-17 08:41:19 -04:00
Wojciech Krywult
9fe0243168 AutomationTool: Fixed 'Launch failed' messages in the editor after terminating a successfully launched game.The problems was caused by us treating all non-zero results as errors while some platforms return different non-zero codes to provide additional information.
Resolved by adding IProcessResult::bExitCodeSuccess virtual property which may be overridden on the affected platforms to explicitly indicate which exit codes are allowed.

#preflight 6462a07a592448f08bde34e4
#rb David.Harvey
#jira UE-178885
#rnx

[CL 25497459 by Wojciech Krywult in ue5-main branch]
2023-05-16 16:56:31 -04:00
Josh Adams
9d4caec55a - Brought the idea of hybrid/temp targets for content only projects that need to be treated as code, to UBT instead of UAT. Generate temp targets when building or generating projects
- Only active when the project generator says it supports ContentOnly projects, although that is just for now until Xcode can test it out, in case it causes Visual Studio issues
#rb joe.kirchoff
#preflight 64638f4a4404e3cdd240327f

[CL 25490732 by Josh Adams in ue5-main branch]
2023-05-16 11:49:47 -04:00
dan engelbrecht
df83c93b28 Use UnRealPak to copy loose files using a special package enabling zenstore usage.
#precommit 6461fa95592448f08b9df249
#rb zousar.shaker

[CL 25472827 by dan engelbrecht in ue5-main branch]
2023-05-15 09:49:17 -04:00
gary yuan
667f83e6c8 [LaunchIt] Have a way for ParamHelpAttribute markup on class types to explicitly override the same key from a parent class.
#rb eric.knapik
#preflight 645bdca20827e227301e05f9

[CL 25420181 by gary yuan in ue5-main branch]
2023-05-10 20:28:49 -04:00
Josh Adams
d1511ade28 - Fixed generatingXcode temporary projects (hybrid content-only-as-code projects)
- Updated the temp .Target.cs to use modern include order to avoid some warning spam
#preflight 645871664c3ec54e6ef344ca
#rb none (but tested by wei.lu)

[CL 25370095 by Josh Adams in ue5-main branch]
2023-05-08 09:44:42 -04:00
Ben Marsh
010075a0b0 UAT: Reduce number of decimal places when logging how long it took to execute an external program.
#preflight none

[CL 25366147 by Ben Marsh in ue5-main branch]
2023-05-06 14:11:41 -04:00
Ben Marsh
b1930d01d6 Missing file
#preflight none

[CL 25245959 by Ben Marsh in ue5-main branch]
2023-04-28 19:31:17 -04:00
Josh Adams
3b0498006e - Added a couple functions to CommandUtils for archive to handle copying symlinks properly (with a mode enum to select how to handle symlinks: Follow, Retain, Ignore - with defaults based on platform to be similar to how existing code was setup)
- FindFilesAndSymlinks
  - CopyFileOrSymlink
#rb joe.kirchoff
#preflight 6449556f1150e908d08bc3ba

[CL 25201543 by Josh Adams in ue5-main branch]
2023-04-26 12:54:36 -04:00
Josh Adams
97fae42953 - Fixed QuickLaunch for IOS working with Modern xcode
- No longer try to grab the output from IOS with QuickLaunch as idevicedebug is killing the app too quickly
- The modern Staged directory can now be shared between Development/Shipping/etc, for grabbing any non-Framework .dylibs (like steam)
- Removed the extra --generate-entitlements-der option now that Xcode also always adds it
#preflight 6447d49a024bc608e64072f9
#rb adam.kinge
#preflight 6447d6643d1be392df890776

[CL 25179459 by Josh Adams in ue5-main branch]
2023-04-25 09:51:37 -04:00
Joe Kirchoff
ddf8e2a79a P4WriteConfig: If an ignore file is found in the root, set P4IGNORE to the file name rather than the path
#rnx
#rb trivial
#preflight 6446bffe0206a6e20f38d4db

[CL 25167713 by Joe Kirchoff in ue5-main branch]
2023-04-24 13:53:02 -04:00
David Harvey
bf4d7523a2 Fixes for multiple build targets:
- do not need to specify a default server target when doing -cook
 - UFE allows launching default Game and Client targets now that a default can be specified in BuildSettings (note that it won't verify that a default has been configured - UAT handles this)


#jira UE-181924
#rb Josh.Adams
#preflight 6446823027014596f36a5411

[CL 25163212 by David Harvey in ue5-main branch]
2023-04-24 09:30:03 -04:00
bryan sefcik
badffe3f69 Reverted back to using the AsyncLocalScopeManager to manage the active span. This appears to be passing the tests I added.
Added another test for Parallel.ForEachAsync.

#preflight 6435ac93d03b1c87dd42103c

[CL 24996101 by bryan sefcik in ue5-main branch]
2023-04-11 15:15:56 -04:00