For Linux add a command line option to disable exclusive locks on files opened. This is due to a dotnet implemention
https://github.com/dotnet/runtime/issues/34126
#jira UE-110258
[REVIEW] [at]Jonathan.Adamczewski, [at]Michael.Sartain
#lockdown Cristina.Riveron
#ROBOMERGE-SOURCE: CL 15982440 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)
[CL 15989649 by brandon schaefer in ue5-main branch]
Change COTF server order to specify localhost first, speeding up connections for platforms that use port forwarding
#jira UEVR-2129
#jira UE-112392
#rb Steve.Smith
#preflight 606db84d963d84000187880a
#lockdown cristina.riveron
#ROBOMERGE-SOURCE: CL 15940305 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)
[CL 15944803 by jack porter in ue5-main branch]
- Some platforms don't make use of these files, so their generation is unnecessary.
#jira UE-103275
#rb Ben.Marsh
[CL 15771665 by Luke Thatcher in ue5-main branch]
- The CEF helper process has been renamed from UnrealCEFSubprocess to EpicWebHelper
- Support for accelerated rendering from CEF has been added (using GPU->GPU texture copies). This works for the Standalone renderer in DX11/macOS-OpenGL and in the D3D11 RHI renderer, otherwise falls back to the default CPU texture copy mode. Accelerated paint can be disabled by adding "-nocefaccelpaint" to the commandline.
- Numerous other bug fixes and perf improvements in the CEF code have been added since we last took a version drop
#jira distro-133
#[fyi] wes.fudala
#ushell-cherrypick of 15635368 by alfred.reynolds
[CL 15651276 by Marc Audy in ue5-main branch]
Enable UPS by default for all non-dedicated server targets for all projects.
When staging, remove the requirement to specify the -iostore command line argument by reading the value "bUseIoStore" from the platform game ini section "/Script/UnrealEd.ProjectPackagingSettings".
The command line arguments (-iostore and -skipiostore) can still be used to override the ini file setting.
#rb per.larsson,carlmagnus.nordin
#rnx
#robomerge Release-5.0-EarlyAccess
[CL 15637476 by PJ Kack in ue5-main branch]
Improved behavior of PIE automation to deal with extremly long hitches and better represet the time a user is going to wait before the editor is usable.
Improved usability of BenchmarkBuild script
Changes
+ Added new automation command for waiting until average fps reaches a specified value. Using this with a conservative value is a better way of checking for interactivity than looping at shader compiles etc.
+ When Errors are added to a test as a result of logging, this itself is now logged as an error. This makes it clearer why a test may have failed despite its own checks having passed.
+ BenchmarkBuild can now just specify empty arguments for PIE/Cook tests (e.g. -PIE1_Args="") to allow comparisons between default/other.
+ Project.Maps.PIE can now take a "-maps" argument on the command line for the list of maps to test
+ Turned on AutomationController.SuppresLogErrors for Frosty to prevent errors causing errors to fail
+ Cleaned up naming for mulltiple-variations of PIE/Cook tests in BenchmarkBuild. Now use -PIE1Args, -PIE2Args etc
Fixes -
* Fixed issue in AutomationControllerManager where extreme hitching resulted in an editor test timing out due to outstanding pings being given a "TimeSince" that would exceed a timeout
* Fixed issue where bTreatLogErrorsAsTestErrors was (strangely) causing the editor to exit with a zero-error code when tests failed.
* Made FWaitForShadersToFinishCompiling automation task non-blocking to prevent timeouts. (It also checks texture compilation as the blocking version used to)
* Fixed BenchmarkBuild using the old System.Maps.PIE test that isn't enabled by default in projects
* Removed flush of shaders/textures in Project.Maps.PIE since this doesn't represent when the level is playable. Measuring this will be added as a separate test.
* Fixed issue where a user specifying a map with an extension would cause Project.Maps.PIE not to recognize the level had loaded
#rb swarm
#jira nojira
[CL 15426493 by Andrew Grant in ue5-main branch]