Editor layout system: If there is a version bump in the layout system, it used to show a message dialog always. Behavior modified.
If the load request comes from the "Load" UI button, it keep displaying a message dialog to warn the user (and a UELOG(Warning)). If it's from the editor startup, it will only show the UE_LOG(Warning).
Also modified the default layout with the new version.
#rb none
[CL 15307798 by Gines Hidalgo in ue5-main branch]
This code is meant to help locate and send reports/telemetry for slow code pathways that create unresponsive conditions
FGameThreadHitchHeartBeatThreaded was considered, but doesn't fit Editor's needs because its designed around general GameThread deadlines
Editor workloads are much less homogenous, and proper async support for a consistent GameThread deadline in Editor is a ways away
This necessitates a more focused approach where we can instrument specific routines such that each issue their own telemetry report
Add a "Stalls" counter in the Frame Rate and Memory title bar stats
Add LogStall Log category for viewing details about stalls that have occurred
Introduces a stall counter object on the GameThread to collect statistical data about stalls (this will not report to telemetry)
Future changes will introduce report objects into specific routines to upload to crashreporter
Future changes will introduce support for non-Windows OSes
#jira none
#rb francis.hurteau
[CL 15213394 by geoff evans in ue5-main branch]
-Do not change any asset property
-Set all the asset properties set by the pipelines
-Set all the asset properties set by the pipelines, except the properties change by the user in the editor
Make sure interchange scope of life is explicit
Support cancelling task in progress
#jira none
#rb jeanmichel.dignard, richard.talbotwatkin
[CL 14508389 by Alexis Matte in ue5-main branch]
- General fixes for some platforms
- DDPI now remembers the SDK version information from Turnkey
- Updated Turnkey Launch menu to have SDK information, including device software versions,
- Moved the initial turnkey query earlier before AutoSDKs are setup so envvars are not blown away for the child process
- Added concept of "Prepare For Debugging", but not enabled on any platforms yet (what it means is per platform, and is somewhere between cooking and packaging)
- VerifySdk Turnkey command now puts its output into a (x=y, z=w) format for easier parsing in C++
- NullCopyProvider now copies large remote files, and remote directories, locally before using
[CL 14377385 by Josh Adams in ue5-main branch]
- Can now cook for any platform (and will soon have a Prepare for Debugging option)
- All the packaging and cooking stuff are now in TurnkeySupportModule
- Allow per-platform configuration/cook target
- Added a temporary inactive menu item to point users to the Launch menu for packaging
- This is first pass on this, it's expected to change, even move locations, etc as feedback/needed dictate
#rb matt.kuhlenschmidt
[CL 14312841 by Josh Adams in ue5-main branch]
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]
- 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]
- 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]