Also fixed a couple of unversioned uassets.
TP_DMXBP
---------
InstalledEngineFilters.xml
Removed it from CopyEditorFilterWin64
Added it to CopyEditorFilter
Remove it from ProjectsToBuildDDCWin64
Added it to ProjectsToBuildDDC
InstalledBuild.cs
Moved out of win64 condition in GetDdcProjects
With this, it should now also show up in Linux and Mac.
TP_nDisplayBP
-------------
.uproject
Removed Vscouting and OpenXR dependency.
Added Linux in its TargetPlatforms
InstalledEngineFilters.xml
Added to CopyEditorFilterLinux (so we'll have Win+Linux)
With this, it should now also show up in Linux.
#jira UE-165507
#rb vitalii.boiko
#virtualized
[CL 32112299 by Alejandro Arango in ue5-main branch]
- Also add -BuildId flag to allow released builds to be registered as "launcher" builds.
- This gets us telemetry and the ability to open projects made on the Mac and Windows builds without being prompted to open a copy
#jira UE-187968
#rb zack.neyland, ryan.hummer
[CL 27716361 by james singer in ue5-main branch]
* Added support for deserializing BgObject types directly into native classes.
* Removed opcodes for creating graph structures. These are now created in user code from BgObject types.
* Removed BgNodeSpecBuilder. BgNode objects can now be modified directly (returning a modified copy).
* Added concrete types for option parameters. The VM now keeps track of any parameters for evaluated options, allowing them to be added into the graph definition.
* Order dependencies now take nodes rather than outputs.
* Added explicit support for native thunks, whose bindings are saved to a sideband channel during compilation and referenced in bytecode as an index. This generalizes code that was previously specific to node definitions.
* Added a name table to bytecode, to optimize situations where we reference the same string mulitple times.
#preflight 62bf3c583f0d6beee2e8f4a6
[CL 20918762 by Ben Marsh in ue5-main branch]
* Expression classes (nodes, aggregates, graphs, etc...) are now called BgNode, BgAggregate, etc...
* Evaluated and instantiated objects used by BuildGraph internals are now called BgNodeDef, BgAggregateDef, etc...
#preflight 62b6374161016695a6545b08
[CL 20818158 by Ben Marsh in ue5-main branch]
Nodes can now be implemented by arbitary C# methods. Graph structure is specified through expression trees implemented using Bg* types, which are not substituted with values until execution time. Doing so allows determination of node and option dependencies for a particular target, allowing us to generate dynamic UI for presenting relevant settings to the user.
Includes partial implementation of Installed Build script as an example implementation.
#preflight 61bb85d46c2686e86322eec9
[CL 18477305 by Ben Marsh in ue5-main branch]