Commit Graph

45 Commits

Author SHA1 Message Date
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Josh Adams
da0c420beb - Refactored more Turnkey stuff into TurnkeySupportModule (moved stuff out of DDPI, etc)
- Also fixed a crash or two
#jira UE-100139

[CL 14430260 by Josh Adams in ue5-main branch]
2020-10-06 11:46:54 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Ben Marsh
03675533ea Rename UE4Game -> UnrealGame, UE4Client -> UnrealClient, UE4Server -> UnrealServer.
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.

Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.

Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects

#rb none

[CL 14301890 by Ben Marsh in ue5-main branch]
2020-09-11 15:54:42 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
Matt Kuhlenschmidt
603a4119c5 Fix HAL/PlatformFileManager.h non-portable casing CIS issues
#rb none

[CL 13214257 by Matt Kuhlenschmidt in ue5-main branch]
2020-05-06 17:58:18 -04:00
jack porter
4244da33f5 Minor fixes to launch screen storyboard editor UI
#rb Allan Bentham
[FYI] Axel.Riffard
#jira UE-85720
#lockdown cristina.riveron

#ROBOMERGE-OWNER: jack.porter
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 12559112 in //UE4/Release-4.25/... via CL 12559114 via CL 12559129
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12559130 by jack porter in Main branch]
2020-04-02 13:40:29 -04:00
jack porter
d318d6e55c Full Storyboard support for iOS
Removal of old Static Launch Screen Logic

#rb jack.porter
#jira UE-85720
#lockdown christina.riveron

#ROBOMERGE-OWNER: jack.porter
#ROBOMERGE-AUTHOR: axel.riffard
#ROBOMERGE-SOURCE: CL 12516944 in //UE4/Release-4.25/... via CL 12517030 via CL 12519927
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)

[CL 12520012 by jack porter in Main branch]
2020-04-02 08:34:15 -04:00
jack porter
5d9a81b1f5 Added a project setting to enable files created by UE4 to appear in the iOS on-device Files App (disabled by default)
[FYI] Thomas.Ross
#rb Dmitriy.Dyomin


#ROBOMERGE-SOURCE: CL 11153138 via CL 11153139
#ROBOMERGE-BOT: (v640-11091645)

[CL 11153140 by jack porter in Main branch]
2020-01-29 04:22:38 -05:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
jack porter
776b7b9fca Set Max Metal Target Version default to 2.0
Marked iOS Project as a Framework as experimental
#jira UE-78655
#jira UE-81844
#rb None
#lockdown Cristina.Riveron
[FYI] Peter.Sauerbrei

#ROBOMERGE-SOURCE: CL 9847145 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v548-9842178)

[CL 9847147 by jack porter in Main branch]
2019-10-27 22:48:53 -04:00
Rolando Caloca
1a30325d6f Copying //UE4/Dev-RenderPlat-Staging@9551419 to //UE4/Main
#rb none
#rnx

[CL 9551447 by Rolando Caloca in Main branch]
2019-10-11 15:33:31 -04:00
Ben Marsh
421de9107a Fix editor-only plugins triggering recompilation of code projects.
Also rework logic for determining whether a project needs to be compiled, to more closely match equivalent code in UAT. ITargetPlatform::NeedsTempTarget() now allows querying whether a project needs a temporary target to be generated.

#rb none
#jira UE-79833

[CL 8623682 by Ben Marsh in Dev-Build branch]
2019-09-10 16:11:58 -04:00
jack porter
79aa064b79 Set minimum iOS version to 11
#jira UE-78649
#rb Dmitriy.Dyomin
[FYI] Peter.Sauerbrei

#ROBOMERGE-SOURCE: CL 8019256 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v396-7974030)

[CL 8019260 by jack porter in Main branch]
2019-08-13 23:43:41 -04:00
mark satterthwaite
07f1594ba5 In order to keep up with the HLR the desktop renderers now require Metal 2.0 or later on Apple's platforms - Metal 1.2 just isn't sufficient.
#rb none
#jira UE-71589

#ROBOMERGE-SOURCE: CL 5415631 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5415651 by mark satterthwaite in Main branch]
2019-03-15 12:04:52 -04:00
Marcus Wassmer
68f340a63c Merging //UE4/Dev-Main@4825910 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
KNOWN BROKEN DO NOT SYNC
#lockdown rolando.caloca

[CL 4827063 by Marcus Wassmer in Dev-Rendering branch]
2019-01-28 21:04:21 -05:00
Marcus Wassmer
a8d6cc952b Merging //UE4/Dev-Main@4700769 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4729861 by Marcus Wassmer in Dev-Rendering branch]
2019-01-15 18:04:38 -05:00
Mark Satterthwaite
ae9401146d Remove all support for Metal prior to Metal 1.2 on iOS/tvOS and Metal 2.0 on macOS. This permits some fairly radical simplifications and removal of a number of workarounds.
- All Buffer<>/RWBuffer<> objects are now bound as texture2d or texture_buffer, unless they are 3-component, in which case they are bound as raw T* buffer pointers.
- 3-component Buffer/RWBuffer objects should now work - Metal needed to use packed_* types internally as normal 3-component types in Metal are the same size as 4-component types which is different to HLSL. This is untested as we have no such example.
- Texture Gather/GatherCompare operations have been fixed and should now work.
- Remove all the TypedBufferFormat function-constant specialisation infrastructure and metadata as it is no longer necessary.
- Remove all the raw-conversion for 1, 2 and 4 component vector types as it is no longer required.
- Fixed input qualifiers (centroid, linear, etc.) for Fragment shader inputs - they should now work.
- Remove a bunch of Metal specific shader changes due to buffer type casting and swizzling that will now just work.
- Use the BGRA vertex format for FColor on Metal when available (everywhere but iOS/tvOS 10 using Metal 1.2).
- Simplify ShouldCompilePermutation & similar functions now that we have fewer versions to support.

#rb none
#jira N/A

[CL 4729845 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-15 18:01:31 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Marcus Wassmer
437b881302 Merging //UE4/Dev-Main@4547706 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4549073 by Marcus Wassmer in Dev-Rendering branch]
2018-11-07 15:32:18 -05:00
peter sauerbrei
b2e1cf0f89 deprecate IOS 9
#jira UE-64018
#rb john.mauney

#ROBOMERGE-SOURCE: CL 4427716 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4427717 by peter sauerbrei in Staging-4.21 branch]
2018-10-04 11:45:28 -04:00
Jack Porter
f5be00deb2 Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None

[CL 4343940 by Jack Porter in Dev-Mobile branch]
2018-09-05 07:37:40 -04:00
Andrew Grant
61e35bd8f1 Replaced default iOS splashcreens with UE logo
Added missing resolutions (iPhone 5 portrait, iPad 10.5")
Removed custom splash images from RemoteSessionApp

#jira UE-59864, UE-61939
#rb jack.porter

[CL 4340822 by Andrew Grant in Dev-Mobile branch]
2018-09-04 11:01:23 -04:00
Sorin Gradinaru
ea277dc43d UE-59381 Ios application default orientation
#jira UE-59381
#iOS
#4.21
#rb Jack.Porter

- added Initial interface orientation in the generated Plist file (UIInterfaceOrientation key)
- implemented preferredInterfaceOrientationForPresentation in the IOSViewController
- re-arranged the orientation list in the Plist file

[CL 4339733 by Sorin Gradinaru in Dev-Mobile branch]
2018-09-03 09:58:41 -04:00