Commit Graph

191 Commits

Author SHA1 Message Date
matt kuhlenschmidt
9e3deb7716 Project dialog reskin
#jira UETOOL-2465

#ROBOMERGE-SOURCE: CL 15366173 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15368932 by matt kuhlenschmidt in ue5-main branch]
2021-02-09 15:02:56 -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
Josh Adams
d923000232 - Moved File | Package and Cook into Launch menu, which may become the Platforms menu (or similar)
- 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]
2020-09-14 17:08:13 -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
38cc433287 - Hardened up the async SDK querying in the Launch On menu
#jira UE-98172
#robomerge release-5.0-m2

[CL 14275973 by Josh Adams in ue5-main branch]
2020-09-08 20:07:06 -04:00
Josh Adams
f08d325fb5 - Added a dialog when File | Package detects an SDK installation error, but allows user to continue anyway, in case Turnkey is misdetecting SDK
#robomerge release-5.0-m2

[CL 14272101 by Josh Adams in ue5-main branch]
2020-09-08 14:07:20 -04:00
Josh Adams
3ea1dad6a5 - Fixed a bug from WindowsNoEditor->Windows rename. Also hunted down other potential issues, and general cleanup of "NoEditor"
#jira UE-96471
#fyi daren.cheng

[CL 14142625 by Josh Adams in ue5-main branch]
2020-08-19 10:10:49 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Josh Adams
ad8a085050 - Fixed the Packaging PlatformName for Windows, and some mild future proofing for allowing Client target types (which is not exposed)
#jira UE-96302

[CL 14014992 by Josh Adams in ue5-main branch]
2020-08-03 14:31:13 -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
Josh Adams
d7a9c8edeb - Turnkey from Editor support (install Sdk, flash devices as needed, storing Sdk info in DDPI for display in Launch On menu, etc)
- There is a second Launch dropdown button for now, the original is still there for now (quick launch of previous device will not do Turnkey at this time)
- Various platform turnkey support updates

[CL 13653953 by Josh Adams in ue5-main branch]
2020-06-09 16:36:54 -04:00
ben marsh
912103b964 Fix "launch on" not building targets automatically in the installed build. There is now a setting for whether to build a target in the project launcher, which defaults to "auto". This setting uses the same logic as packaging and the default "launch" functionality to determine whether a precompiled binary is available.
#rb none
#jira UE-90936

#ROBOMERGE-SOURCE: CL 12732479 in //UE4/Release-4.25/... via CL 12732488 via CL 12781806
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12782615 by ben marsh in Main branch]
2020-04-14 13:42:18 -04:00
ben marsh
9617bcc9db Fix packaging triggering a code build even if we have a valid promoted binary.
#rb none
#jira UE-91459
#rnx

#ROBOMERGE-SOURCE: CL 12694720 in //UE4/Release-4.25/... via CL 12694738 via CL 12694774
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12694801 by ben marsh in Main branch]
2020-04-09 15:41:41 -04:00
ben marsh
6025062ac9 Remove code which specifies -NoCompile when building UAT. This is determined automatically now.
#rb none
#jira UE-89756

#ROBOMERGE-SOURCE: CL 12486154 in //UE4/Release-4.25/... via CL 12486158 via CL 12486161
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)

[CL 12487495 by ben marsh in Main branch]
2020-03-30 12:10:50 -04:00
rex hill
4511728f09 Tab manager filter can now block tab spawn
#rb chris.gagnon


#ROBOMERGE-OWNER: rex.hill
#ROBOMERGE-AUTHOR: rex.hill
#ROBOMERGE-SOURCE: CL 11604269 via CL 11604360 via CL 11604439
#ROBOMERGE-BOT: (v656-11643781)

[CL 11743509 by rex hill in Main branch]
2020-02-28 11:30:46 -05:00
gines hidalgo
31f726516b #jira UE-85615
Avoid creating 300 empty keyboard bindings without description.

Thanks matt for the initial CL!

#rb none
[FYI] Chris.Gagnon, Matt.Kuhlenschmidt

#ROBOMERGE-SOURCE: CL 11583691 in //UE4/Release-4.25/... via CL 11583692
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v654-11333218)

[CL 11585524 by gines hidalgo in Main branch]
2020-02-22 18:18:22 -05:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Per Larsson
b4835a2192 IoDispatcher: Added validation errors when using I/O store container files w/o Pak files.
Currently this is needed because I/O store container uses the same manifest/response files as Pak files.

#jira UE-87370
#rb CarlMagnus.Nordin

[CL 11128119 by Per Larsson in Dev-Core branch]
2020-01-28 07:08:44 -05:00
Per Larsson
5e6d91c5ad Enable the new optimized loader from edtor
#rb triival


#ushell-cherrypick of 10787117 by Per.Larsson

[CL 11042059 by Per Larsson in Dev-Core branch]
2020-01-17 08:08:48 -05:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
ben marsh
44a76ccddd Fix the "Open IDE" command not being shown after adding code to a blueprint project.
#rb none
#jira UE-83244
#rnx

#ROBOMERGE-SOURCE: CL 10072063 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v574-10069753)

[CL 10072068 by ben marsh in Main branch]
2019-11-07 12:47:21 -05:00
nick shin
0423c3b4b5 HTML5 - more code removal - source code section
#jira UE-80050  Remove HTML5 code from engine
#rb none
#rnx

#ROBOMERGE-SOURCE: CL 9884403 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v553-9872581)

[CL 9884404 by nick shin in Main branch]
2019-10-29 15:03:30 -04:00
Ben Marsh
3196f77fff Deprecate the IDesktopPlatformBase::GetSolutionPath() method, and change existing code to use the SourceCodeAccess module instead.
#rb none
#fyi Dan.OConnor

[CL 8676687 by Ben Marsh in Dev-Build branch]
2019-09-13 14:25:32 -04:00
Ben Marsh
af881c5bbd Allow selecting the target to package through the project packaging menu, rather than showing client/server in the configuration menu. This allows support for multiple game/client/server targets.
#rb none
#jira UE-80162

[CL 8675647 by Ben Marsh in Dev-Build branch]
2019-09-13 13:29:44 -04:00