Commit Graph

99 Commits

Author SHA1 Message Date
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Ryan Durand
764dded8db Fix compile errors in WaitTask.cs.
#rnx
#rb none
#jira none

[CL 15187253 by Ryan Durand in ue5-main branch]
2021-01-25 17:13:41 -04:00
Ryan Durand
852d3639dc Adding WaitTask.
#rnx
#rb none
#jira none

[CL 15183849 by Ryan Durand in ue5-main branch]
2021-01-25 15:53:37 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
Ben Marsh
068f97616c Restore packages before building projects. Should fix IncludeTool errors in CIS.
#rb none
#rnx

[CL 14964192 by Ben Marsh in ue5-main branch]
2020-12-23 11:23:34 -04:00
Ben Marsh
6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00
Ben Marsh
64651ad903 Remove references to FastJSON functionality in DotNETCommon. Use a duplicate copy in AutomationScripts called Json_DEPRECATED instead.
#rb none
#rnx

[CL 14962028 by Ben Marsh in ue5-main branch]
2020-12-21 22:05:50 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Joakim Lindqvist
e7039d3d35 UBT and UAT now use .NET Core instead of Framework and Mono. This means that we use the same runtime on Windows, Linux and Mac. Further benefits including newer C# features and a lot of intresting features for the future around AOT and Tiered compilation.
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.

#rb ben.marsh

[CL 14834347 by Joakim Lindqvist in ue5-main branch]
2020-12-02 06:57:13 -04:00
Joakim Lindqvist
f90e40ffb0 UAT can now build as a netcore application.
Added a NET_CORE define to allow us to have changes side by side.
The AWS S3 changes are required due to us requiring to upgrade the S3 assembly version to get net core support (which made all methods async).
The ACL checks for files are not available in the system libraries of net core, as such the api is a bit different.

AutomationToolLauncher now just spawns a subprocess when used in netcore, as netcore does not support custom AppDomains and shadow copying. We will generally need to revisit this for netcore as this whole feature of building the source for UAT in UAT is not really possible.

To enable this set environment variable "UE_USE_DOTNET=1", note that with netcore all applications change their output path so this will likely break a bit of tooling when enabled.

#rb ben.marsh

[CL 14572339 by Joakim Lindqvist in ue5-main branch]
2020-10-26 06:08:59 -04:00
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
Ryan Durand
894ba25ab1 Fix P4Verbose being required on SubmitTask.
#rnx
#rb none
#jira none

[CL 14502236 by Ryan Durand in ue5-main branch]
2020-10-15 12:12:20 -04:00
Ryan Durand
e72ad24fed Adding the ability to allow verbose P4 output for SubmitTask.
#rnx
#rb none
#jira none

[CL 14502067 by Ryan Durand in ue5-main branch]
2020-10-15 11:51:57 -04:00
Ben Marsh
486408b1a9 Rename UE5Editor to UnrealEditor.
#rb none
#jira UE-97600

[CL 14292067 by Ben Marsh in ue5-main branch]
2020-09-10 15:39:00 -04:00
Ben Marsh
be7034ec27 Rename UE4Editor to UE5Editor, and generated solution/projects from UE4 -> UE5.
UE4Game/Client/Server targets left intact for the time being.

#rb none

[CL 14288076 by Ben Marsh in ue5-main branch]
2020-09-10 09:10:30 -04:00
Joakim Lindqvist
385b906bc2 Fixed warning treated as error in UAT, added documentation for FindProducedTagNames
#rb none

[CL 14281229 by Joakim Lindqvist in ue5-main branch]
2020-09-09 12:55:24 -04:00
Joakim Lindqvist
f6d7bf2fa9 Added UAT commands with helpers in DotNetUtilities for uploading and download trees of content to Jupiter (our new storage service).
#rb ben.marsh

[CL 14266118 by Joakim Lindqvist in ue5-main branch]
2020-09-07 07:28:34 -04:00
Ben Marsh
6ee8803dd7 Add support for passing properties to the <CsCompile> task, and fix parsing of ShooterGame project files in the BuildEditorAndTools.xml script.
#rb none
#rnx

[CL 14043020 by Ben Marsh in ue5-main branch]
2020-08-05 17:49:47 -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
Ben Marsh
32c246b956 Add additional tracing into to UAT/UBT.
#jira

[CL 13875431 by Ben Marsh in ue5-main branch]
2020-07-16 12:26:55 -04:00
Ben Marsh
495d910fab Fix XMLdoc warnings.
#jira

[CL 13875418 by Ben Marsh in ue5-main branch]
2020-07-16 12:25:42 -04:00
Ben Marsh
798e7ce776 Add a TraceSpan class that can be used to record timing information for UAT, and add tracing info for BuildGraph into it. Writes to a file in the directory specified by the UE_TELEMETRY_DIR environment variable.
#jira

[CL 13875408 by Ben Marsh in ue5-main branch]
2020-07-16 12:24:00 -04:00
Ryan Durand
9ef3748747 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870955 by Ryan Durand in Main branch]
2019-12-26 23:01:54 -05:00
ben marsh
2c90ac5090 Fix assets created with 4.24.1 builds not being compatible with 4.24.0 release.
CompatibleChangelist number was being overridden as part of the build process due to CL 9823639. The desired effect here was to ensure that Epic's compatible changelist number was cleared out for licensee builds; instead of just forcing it to be set, we clear it out if we're changing the licensee flag.

#jira UE-85874
#rb none

#ROBOMERGE-SOURCE: CL 10727491 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v610-10636431)

[CL 10727503 by ben marsh in Main branch]
2019-12-14 10:23:19 -05:00
Ryan Durand
cb9153015e Adjust behavior in SetVersionTask to better mirror UpdateLocalVersion by setting CompatibleChange to Change if no value was set.
#rnx
#rb ben.marsh
#jira none

[CL 9823589 by Ryan Durand in Dev-Build branch]
2019-10-24 16:47:22 -04:00