- Uses a new AppleExports function to call MakeBinaryFilename, so we can use standardized name format for the BP .app
#jira UE-189830
#rb calvin.zheng
[CL 26352457 by Josh Adams in ue5-main branch]
- If no DDPI.ini exists, mark the SDK as not usable on the platform (default the UEBuildPlaformSDK to disabled until the DDPI.ini file is read)
#rb joe.kirchoff
#jira UE-189549
[CL 26271235 by Josh Adams in ue5-main branch]
- on demand pak file rules now respect the bOverrideChunkManifest property which means
that if not set to true together with OverridePaks=<MyPakName>, on demand content
will be placed in the <basechunkname>+<optionalondemand/ondemand>.pak
- this change makes bStageLoose and bOnDemand create the same pakchunks unless overriden with bOverrideChunkManifest=true
#rb none
#rnx
[CL 26229620 by per larsson in ue5-main branch]
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26226852 by josh adams in ue5-main branch]
#fyi Josh.Adams
#jira FORT-626566 (edited)
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26223564 by keaton stewart in ue5-main branch]
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26221679 by Josh Adams in ue5-main branch]
- LowLevelTest.xml horde build step as a separate label
- Relevant <General>.xml files updated to support the new build step
- Added UpdateBuildGraphPropertiesFile.Automatoin.cs to help find files to checkout
- OnlineTests updated to utilize new BuildCookRun param
#jira UE-188819
#rb Chris.Constantinescu, Jake.Niman
[CL 26195017 by stephen ma in ue5-main branch]
* Added new class RpcSynchronousTestExecutor - this class allows for a test logic thread to be configured and run where Test Logic can be executed in a synchronus manner. You can use blocking calls and loops here while not interfering with Gauntlet's main loop.
* Added new interface ISynchronousTestLogic to assist with the implementation of RpcSychronousExecutor in Gauntlet tests.
* Added template specialization to FFortBaseExternalRpcHttpResponse due to bool/FString overload resolution errors and updated dependent files.
* Updated UEFNCloseEditor test to use RpcLibrary
* Added ExitEditor RPC (UE + Gauntlet)
* Added in outgoing messages from processes to indicate when ready to begin the test
* Added logic to automatically poll for ready instead of waiting for a message if we're on Xbox since it can't send outbound messages to Gauntlet.
To test locally:
RunUAT.bat RunFortTests -build=editor -tests=UEFNCloseEditor
[CL 26188198 by tim kennedy in ue5-main branch]
Update the Localize UAT command to better handle gathering for plugins.
- Introduced the -IncludePluginsDirectory parameter to include all plugins under a particular directory
- Introduce the ExcludePluginsDirectory parameter to exclude all plugins under a particular directory
- Introduce the EnableIncludedPlugins flag to add all included plugins that pass the exclude filter to the -EnablePlugins editor command line parameter to ensure the plugins are enabled for gathering.
#rb: Jamie.Dale
#jira: none
#test Used the new commands to perform gathers for directories of plugins and enabling plugins that are not on by default.
[CL 26161937 by leon huang in ue5-main branch]
- Allow for per-project override in a project's platform's config folder (this is merging with my other work on per-project SDKs and validation of multi-target builds)
- More versions will move over after this
#rb david.harvey
[CL 26150552 by josh adams in ue5-main branch]
- Added support for AppStoreConnect API for automatic code signing (with command line builds, packaging from editor, etc) that doesn't need everyone to be signed in to Xcode (still need to sign in if using Xcode IDE to build/run)
- Fixed Modern to always create the IOS plist in UBT ApplePostBuild step
- Updated a bunch of ini setting names to remove Modern, given Modern will be standard in the future
- Added some settings XcodeProject settings in the editor, and updated some tooltips/category names
- Moved some functions around to clean up
- Added some debug code to catch errors
#rb adam.kinge,calvin.zheng,zack.neyland
[CL 26133818 by Josh Adams in ue5-main branch]
Rework zenserver host address detection when using COTF
Make sure .projectstore file is properly staged in all scenarios
#rb zousar.shaker
[CL 26123110 by zousar shaker in ue5-main branch]
- added support for uploading containers marked as on demand directly from UnrealPak.exe
- removed C# based upload logic from automation scripts
- removed on demand I/O store writer since this change reads chunks directly from container files instead of loose files
Example usage:
UnrealPak.exe -Upload=<ContainerPathOrWildcard> -ServiceUrl=<URL> -Bucket=<BucketName> -AccessKey=<Key> -SecretKey=<Key>
Read credentials from an AWS key chain file with the following command line:
-CredentialsFile=<Path> -CredentialsFileKeyName=<EntryName>
Specify -KeepUploadedContainers to prevent UnrealPak to delete on demand containers after the upload has been completed.
Specify -BucketPrefix=<Path> to upload chunks to a specific sub directory within the bucket.
#rb none
[CL 26115169 by per larsson in ue5-main branch]