Commit Graph

235 Commits

Author SHA1 Message Date
jack porter
6f8e904888 Fix logging issue
#rb trivial

[CL 25948733 by jack porter in ue5-main branch]
2023-06-13 08:31:06 -04:00
jack porter
9111d0a28d Support for arbitrary number of OBB overflow files
Set current maximum to 10 in ini file
#rb Allan.Bentham

[CL 25912082 by jack porter in ue5-main branch]
2023-06-10 23:02:11 -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
Chris Babcock
a7b817d8ca Upgrade Android Studio and Gradle (OpenJDK 17 from 2202.2.1 and Gradle 7.5)
#jira UE-182869
#android
#review @Jack.Porter
#rb Ben.Temple

#preflight https://horde.devtools.epicgames.com/job/6470fd1fd729def34b72a8ff

[CL 25651882 by Chris Babcock in ue5-main branch]
2023-05-26 16:03:01 -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
Chris Babcock
baa892e6aa Only archive AAB if bundle enabled for Android
#jira UE-183354
#android
#review @Jack.Porter
#rb Jack.Porter

#preflight https://horde.devtools.epicgames.com/job/6446e99c27014596f3901328

[CL 25171429 by Chris Babcock in ue5-main branch]
2023-04-24 17:12:55 -04:00
Chris Babcock
a4eb7223df Use /sdcard/Android/obb for OBBs for all build types
#jira UE-183941
#android
#review @Jack.Porter
#rb Jack.Porter

#preflight https://horde.devtools.epicgames.com/job/6442ec8df030f684d5297cc5

[CL 25169834 by Chris Babcock in ue5-main branch]
2023-04-24 15:48:01 -04:00
chris babcock
23bd4315be Add Overflow 3 and 4 for Android OBB files
OverflowOBBFileLimit project setting to set number allowed (up to 4, default 2)

#android
[REVIEW] [at]Peter.Sauerbrei
#rb Peter.Sauerbrei

[CL 25035555 by chris babcock in ue5-main branch]
2023-04-13 20:29:30 -04:00
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