Commit Graph

9621 Commits

Author SHA1 Message Date
Catalin Dragoiu
b545dd9077 [Insights] Forward -InsightsTest and -DebugTools arguments from the Session Browser to the Session Viewer. Add options to enable Debug Tools and InsightsTest from the Session Browser UI.
#rb Ionut.Matasaru

[CL 14444838 by Catalin Dragoiu in ue5-main branch]
2020-10-08 06:37:09 -04:00
Catalin Dragoiu
800a92817d [Insights] Fix menu check boxes by incrementing GFrameCounter in the Insights main loop #rb none
[CL 14444628 by Catalin Dragoiu in ue5-main branch]
2020-10-08 05:07:59 -04:00
Joakim Lindqvist
28a2dc4fe7 Unreal VS 1.57
* Improved detection of UE solution by using a special section outputted to the solution, this replaces the need to add a special comment into the solution (or relying on naming convention as was the fallback). This still works with the old conventions to support being used in a UE4 solution.
* Inverted Quickbuild menu to dynamically populate the platforms instead - this allows UnrealVS to data drive the platform list. Unfortunatley due to how visual studio UI handles dynamic lists we can not have a menu that is dynamic and has children. Thus configurations are now hard coded instead - these are still only visible when they are actually supported, but it means UnrealVS needs to be updated when new configurations are added.
* Fixed issue setting debug arguments to net core projects (due to the change to launchSettings.json to store the debug arguments)

#rb ben.marsh
#jira UE-100134, UE-95503

[CL 14444525 by Joakim Lindqvist in ue5-main branch]
2020-10-08 04:19:43 -04:00
devin doucette
0d0880c989 Extended and added platforms to UAT BuildCMakeLib
- Wrapped the build in try/finally to always clean up of the build directory.
- Fixed target platform construction to include the target architecture.
- Fixed target platform construction to log an error on failure instead of crashing on a null dereference later.
- Fixed configuration name comparisons to be case-insensitive.
- Added an optional BinOutputPath param to match LibOutputPath.
- Changed to an empty default MakeTarget because CMake was not generating a target with the previous default name.
- Changed BuildTargetLib to use cmake --build instead of implementing custom build logic for every target platform.
- Changed Linux to use CMake and make from the path instead of attempting to use the Mac binaries.
- Simplified the TargetPlatform interface to remove a lot of boilerplate code from the implementations.

#jira none
#rb Brandon.Schaefer

[CL 14439522 by devin doucette in ue5-main branch]
2020-10-07 13:32:27 -04:00
ryan durand
63a17a6e24 Fixing Gauntlet imports on Mac.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 14425832 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v742-14376270)

[CL 14425870 by ryan durand in ue5-main branch]
2020-10-05 19:23:48 -04:00
ryan durand
00e38eaf1b Fix bug in exporting build graph schemas when the output folder doesn't exist.
#rnx
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 14423799 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v742-14376270)

[CL 14423842 by ryan durand in ue5-main branch]
2020-10-05 15:58:47 -04:00
Joakim Lindqvist
4aa09904f2 UnrealBuildTool now supports running as a net core project.
Added a set of netcore csprojs to BuildUtilities and DotnetUtilities that build to a seperate output folder. This allows other tools to still target .net framework (like UAT for instance).
UBT is still by default targeted as .net framework.

Note that UBT built for net core has a different output directory Engine/Binaries/DotNet/UnrealBuildTool/UnrealBuildTool.exe - this is due to how a netcore project output looks with signficantly more files that are related to that application (that would be overwritten if using a shared directory).

To opt in to this set UE_USE_DOTNET=1 environment variable.
Please note that due to the changed output directory a lot of tooling will likely break at this point.

#rb ben.marsh

[CL 14419918 by Joakim Lindqvist in ue5-main branch]
2020-10-05 08:13:04 -04:00
Josh Adams
6eb011c10d - Turnkey can now delete User setting by passing it null
[CL 14397523 by Josh Adams in ue5-main branch]
2020-09-25 12:57:50 -04:00
Josh Adams
61debbf67e - Fixed and added more script modules to not compile on Mac (to work around weird builder-only issue where Mac is enabling code in a console module that should be impossible to be enabled)
#fyi ryan.durand,david.harvey

[CL 14397437 by Josh Adams in ue5-main branch]
2020-09-25 12:53:26 -04:00
Joakim Lindqvist
eebb43e444 Added UnrealEngineGeneratedSolutionVersion tag to generated solution file which is used by UnrealVS to detect that this is a unreal solution. Should fix failure to detect renamed solution in UnrealVS.
#rb none
#jira UE-100134

[CL 14394956 by Joakim Lindqvist in ue5-main branch]
2020-09-25 07:23:43 -04:00
danny couture
e9a21dcdf5 Add support to run QueuedThreadPool task on the task graph
Add support for benchmarking task graph scheduling in benchmark tool
Fix exit in benchmark tool

#rb Andriy.Tylychko

[CL 14394713 by danny couture in ue5-main branch]
2020-09-25 05:52:58 -04:00
christopher waters
f6ac73a50b Log to the console when we don't have a valid SDK. For now, only warn if the SDK is installed with the wrong version.
#rb Josh.Adams
#jira none

[CL 14388113 by christopher waters in ue5-main branch]
2020-09-24 13:00:46 -04:00
Josh Adams
57691b9c28 - Locally copied remote files are now remembered so won't be re-downloaded within one run of Turnkey (helps if updating multiple devkits with windows share sources)
- Don't attempt to install an flash SDK on a device that can't be connected to

[CL 14386709 by Josh Adams in ue5-main branch]
2020-09-24 10:31:16 -04:00
Josh Adams
c7c7f696d4 - Removed some debug logging
[CL 14386180 by Josh Adams in ue5-main branch]
2020-09-24 09:06:49 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Alexis Matte
319bbc5550 Make sure all interchange namespace respect the coding standard
#jira none
#rb jeanmichel.dignard

[CL 14379943 by Alexis Matte in ue5-main branch]
2020-09-23 15:40:10 -04:00
Josh Adams
d0daf0380c - Moved valid device software (flash) versions into UEBuildPlatformSDK subclasses to put alongside the SDK version, and made them min-max
- General fixes for some platforms
- DDPI now remembers the SDK version information from Turnkey
- Updated Turnkey Launch menu to have SDK information, including device software versions,
- Moved the initial turnkey query earlier before AutoSDKs are setup so envvars are not blown away for the child process
- Added concept of "Prepare For Debugging", but not enabled on any platforms yet (what it means is per platform, and is somewhere between cooking and packaging)
- VerifySdk Turnkey command now puts its output into a (x=y, z=w) format for easier parsing in C++
- NullCopyProvider now copies large remote files, and remote directories, locally before using

[CL 14377385 by Josh Adams in ue5-main branch]
2020-09-23 11:47:14 -04:00
jaco vandyk
1b662eb460 Chaos Physics: Restitution fixes brought back from 4.26
#rb  Ori.Cohen
#[fyi]  Michael.Lentine, Benn.Gallagher, Chris.Caulfield, Ori.Cohen
#jira none

#ROBOMERGE-SOURCE: CL 14376176 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v741-14365223)

[CL 14376200 by jaco vandyk in ue5-main branch]
2020-09-23 09:19:26 -04:00
Alexis Matte
a09e635a1b Convert FBaseNode to UInterchangeBaseNode and FBaseNodeContainer to UInterchangeBaseNodeContainer. Using UObject will save us the adapter and make all the public API available in c++, python and blueprint.
Add fbx sdk base code to open a file and create the hierarchy so we can import material and textures from fbx

#jira none
#rb jeanmichel.dignard, richard.talbotwatkin

[CL 14375962 by Alexis Matte in ue5-main branch]
2020-09-23 08:35:40 -04:00
Josh Adams
24acd6cfeb - Fixed up AutoSDK on Mac in UE5
#fyi ryan.durand

[CL 14359881 by Josh Adams in ue5-main branch]
2020-09-21 17:53:19 -04:00
geoff evans
bcb5d9ed4e Add exception handler for building without visual studio installed on windows (clang).
#jira UE-99919
#rb trivial

[CL 14357669 by geoff evans in ue5-main branch]
2020-09-21 14:01:00 -04:00
Ben Marsh
423991c54b Fix UAT compile error.
#rb none

[CL 14354764 by Ben Marsh in ue5-main branch]
2020-09-20 20:48:38 -04:00
Ben Marsh
a8c816a3fa Missing file.
#rb none

[CL 14354751 by Ben Marsh in ue5-main branch]
2020-09-20 20:37:19 -04:00
Ben Marsh
4bdbe14958 Improvements to C++20 modules support.
- PCHs and unity builds are now automatically disabled when module support is enabled.
- C++20 mode is automatically enabled if module support is enabled.
- Added test for using a module implementation unit. Seems to work with force-included headers after all (but breaks if unity builds are on)

#rb none

[CL 14354711 by Ben Marsh in ue5-main branch]
2020-09-20 18:21:16 -04:00
Ben Marsh
52672b7bf5 Remove references to Enterprise from UBT.
#rb none

[CL 14354554 by Ben Marsh in ue5-main branch]
2020-09-20 15:18:41 -04:00