- Add Unreal.DotnetPath
- in Unreal.FindRootDirectory(), fix assembly path case sooner (allows UBT to run even if I type 'Engine' as 'engine')
EpicGames.Core:
- Add RuntimePlatform.ExeExtension
#trivial
#jira none
#ROBOMERGE-SOURCE: CL 16704658 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16704661 by jonathan adamczewski in ue5-release-engine-test branch]
Remove dependencies from AutomationTool -> AutomationToolUtils
Removes compile-time dependencies, except for the call to AutomationTool.Automation.Process - which will be changed in a future CL.
This change is part of preparing AutomationTool to be able to build All *.Automation.csproj projects (including AutomationUtils.Automation.csproj)
#jira UE-109181
#preflight 60caedc72ab21800016a73a5
#ROBOMERGE-SOURCE: CL 16703954 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16703966 by jonathan adamczewski in ue5-release-engine-test branch]
Move enum from AutomationUtils.Automation to BuildUtilities
#jira none
#trivial
#preflight 60ca8a3d78c3b00001f86b24
#ROBOMERGE-SOURCE: CL 16701095 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16701097 by jonathan adamczewski in ue5-release-engine-test branch]
Allow overriding the assembly location, to fix computation of RootLocation when running tests.
#jira none
#ROBOMERGE-SOURCE: CL 16658527 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)
[CL 16658543 by jonathan adamczewski in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16642197 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)
[CL 16642206 by jonathan adamczewski in ue5-release-engine-test branch]
Move StartupTraceListener.cs to BuildUtilities
#jira none
#ROBOMERGE-SOURCE: CL 16608546 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16608556 by jonathan adamczewski in ue5-release-engine-test branch]
Move NativeProjects partially into BuildUtilities - class split to avoid pulling in a larger chain of dependencies.
#jira none
#ROBOMERGE-SOURCE: CL 16608480 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16608488 by jonathan adamczewski in ue5-release-engine-test branch]
RootDirectory, EngineDirectory, UnrealBuildToolPath are now found in BuildUtilities' UnrealBuild namesapce.
The way these are computed has changed. Previously, it was assumed that the application is UnrealBuildTool, and paths were constructed relative to that assembly.
Now, the assumption is that the process is located under a "Engine/Build/DotNET" sub-path and paths are constructed relative to that.
#jira none
#ROBOMERGE-SOURCE: CL 16607440 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16607455 by jonathan adamczewski in ue5-release-engine-test branch]
- Previously, any changes made to AutoSDKs had to be submitted along with a bump in the version string returned by GetRequiredScriptVersionString(). Since this string is in UBT, the string has to be bumped in every branch where we need the AutoSDK changes to get applied.
- Now, the script version string is stored in Version.txt, meaning there's only one place the version needs to be bumped to force all UBT instances in all branches to reapply an SDK.
- Made GetRequiredScriptVersionString() private and removed platform implementations.
#rb Josh.Adams,Rolando.Caloca
#preflight 60804447a698b300013e5787
[CL 16076490 by Luke Thatcher in ue5-main branch]
- Enhanced Turnkey error reporting to the editor (TurnkeyContext now has Log and ReportError)
- Improved the SDK display in the editor
- Various bug fixes
- Renamed GetAutoSDKDirectoryForMasterVersion() to GetAutoSDKDirectoryForMainVersion()
#rb brian.white
#ROBOMERGE-SOURCE: CL 15357339 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15360341 by josh adams in ue5-main branch]
- Retooled some turnkey device management (DeviceInfo now knows its platform, so we don't need to associate a platform externally)
- Changed Control command to use Gauntlet devices to do the PowerOn etc type stuff since there is already support for device control in Gauntlet. Now Turnkey is more of an interactive/scriptable frontend to Gauntlet
- Allow for a platform to do a manual Sdk installation, which doesn't depend on finding a Turnkey file source
- Allow for a platform SDK to return custom versions. This is solely used by platform-specific code
#rb brandon.schaefer
[CL 15201829 by Josh Adams in ue5-main branch]
- build UBT/UAT on remote Mac
- exclude unnecessary UBT platform source from rsync upload
- modifications to UBT to allow it to compile with Linux and Lumin excluded
- manually convert CRLF for Mac shell scripts after rsync upload
#review
#rb Brandon.Schaefer
#fyi Ben.Marsh
[CL 15045791 by Jack Porter in ue5-main branch]