This allows running the editor without having to run UBT to determine all the available targets for a project.
#preflight none
[CL 24461562 by Ben Marsh in ue5-main branch]
Allows building a project that does not specifies an editor, using UnrealEditor, but is its own project to prevent archives stomping over each other
#rnx
#jira none
#ROBOMERGE-AUTHOR: ryan.hummer
#ROBOMERGE-SOURCE: CL 18757311 in //UE5/Release-5.0/... via CL 18759649 via CL 18760671
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18760899 by ryan hummer in ue5-main branch]
Recursively bundle pre-compiled AutomationTool binaries, based on the method used in InstalledEngineBuild.xml
(AutomationTool is pre-built before the script is run - there is no need to build it again)
#jira UE-114327
[CL 16119044 by jonathan adamczewski in ue5-main branch]
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]
- BuildScripts so builders won't compile it
- UBT platform registration and from being registered in UBT (so it won't show up in VS)
- PlatformInfo (so it can't triggered from Package/Launch On)
#rb ben.marsh
[CL 13546702 by Josh Adams in ue5-main branch]