Commit Graph

11 Commits

Author SHA1 Message Date
josh adams
8a0b557798 - Fixed FinalizeInstalledBuild for multi-architecture
#jira UE-178150
#preflight 63f666b87064074bd8ad9f08

[CL 24371781 by josh adams in ue5-main branch]
2023-02-22 17:53:49 -05:00
james singer
85828bb4a6 Fix for installed builds on linux not having a stable UUID from machine to machine
Note: Since Linux has no launcher, EnumerateLauncherEngineInstallations doesn't take care of this for us in Epic created Linux installed builds

#rb @Brandon.Schaefer, @Zack.Neyland
#jira UE-171276
#preflight 63ed495f5c7bd278c1fd149e

[CL 24241578 by james singer in ue5-main branch]
2023-02-15 16:20:13 -05:00
josh adams
1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
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
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
ben marsh
09813e9229 Fix missing platforms in installed build, if the host machine does not have the necessary SDKs installed.
#rb none
#jira UE-89480, UE-91514
#rnx

#ROBOMERGE-SOURCE: CL 12691613 in //UE4/Release-4.25/... via CL 12691621 via CL 12691632
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12691639 by ben marsh in Main branch]
2020-04-09 12:54:31 -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
treilhes
1acb4370a9 PR #6235: Installed build was missing Client/Server Target type in BaseEngine.ini InstalledPlatforms (Contributed by treilhes)
#rb none
#rnx

[CL 9116973 by Ben Marsh in Main branch]
2019-09-25 20:17:41 -04:00
ben marsh
b876fefefd Fix error compiling editor targets from installed builds.
#rb none
#rnx
#jira

#ROBOMERGE-SOURCE: CL 7713312 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v385-7708028)

[CL 7713313 by ben marsh in Main branch]
2019-08-04 19:48:29 -04:00
chad garyet
1031eb862a - Add architecture flavors for HoloLens
- Force Win10SDK version to 10.0.18362.0
- Fix bug in Finalize that wasn't checking for architecture flavors in platforms not Android
#rb ben.marsh
#jira UE-78303

#ROBOMERGE-SOURCE: CL 7708788 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v385-7708028)

[CL 7708789 by chad garyet in Main branch]
2019-08-02 14:08:31 -04:00
Ben Marsh
0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00