Not all were converted because they were designed for packaged applications whereas low level tests are designed to run as "native" non-packaged applications.
- reporting support for non-desktop platforms, for the moment Catch2 report type "console" is used that is sent to a .out file
- most number of tests possible running multi platform, slower tests excluded on incremental builds
- slow tests are moved to run on the monolithic build
- Catch2 report failure event listener such that Horde detects them as build errors. Must add new Horde matcher for Catch2 failures
#rb Mark.Lintott
#preflight 623c8de389625f0612dabd64
[CL 19498448 by chris constantinescu in ue5-main branch]
- Changes to Texmaps are synced(bitmap and other types, bakeable or not)
- No unused textures left in the udatasmith file(any situation when texture was used but not anymore)
- Only textures referenced in converted material are exported. This is an improvement over old exporter where it exported all texmaps referenced by source Max material and then cleaned up scene.
#jira UETOOL-4391
#preflight 6239ee8b7b69b01ec152cc1e
#rb benoit.deschenes
[CL 19495448 by kerim borchaev in ue5-main branch]
#rb PJ.Kack
#jira UE-147055
#preflight 623c401ec3399da9533f1b29
### Features
- Designed to be a custom tool in P4V although it can be called manually.
- The submit works just like the in editor package submission process.
- If the changelist being submitted contains packages from multiple projects the tool can virtualize each project's packages in a separate pass.
### Limitations
- Currently no way to auto install, this has to be compiled and set up manually
- The tool is written in cpp and uses engine code, this is so we can share the in editor code for pushing payloads and work with any additional backend plugins that 3rd parties may have written.
- If a changelist does not contain any packages, or the packages are in a project that does not support virtualization there will be a small amount of overhead while the tool works out that nothing needs to be done.
[CL 19493529 by paul chipchase in ue5-main branch]
* Copy manifest ZIP files locally before unzipping them.
* Use retries when copying to harden against network blips.
#rnx
#jira UE-139648
#rb ryan.hummer, ben.marsh
#preflight
[CL 19480296 by Ryan Durand in ue5-main branch]
Also made sure we do not remove the blob unless we were successful in deleting the blob in the first place.
#preflight none
[CL 19478943 by Joakim Lindqvist in ue5-main branch]