- 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-195467
#rb zack.neyland, ryan.hummer
#p4v-cherrypick 27716361
[CL 27884862 by james singer 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]
- Now codesign with ad-hoc/dummy cert in FInalizeAppBundle.sh
#rb zack.neyland,calvin.zheng
#jira UE-181328
#preflight 64210d7fc44ce895fc2ed032
[CL 24811015 by josh adams in ue5-main branch]
Mac DDC was requiring Win64 C# tools, split Make Feature packs to have a dedicated mac agent to remove native & C# Win64 requirements
#rnx
#jira UE-170349
#rb Bryan.Johnson
#preflight 638520f78b12eb83a759564b
[CL 23314044 by ryan hummer in ue5-main branch]
Move to build these for Win/Mac in Shipping to replace the checked into p4 version
#jira none
#rb none
#preflight none
#fyi Ryan.Hummer, Alfred.Reynolds
[CL 23078731 by Brandon Schaefer in ue5-main branch]
Force the editor & tools to have symbols, game targets are optional based on WithFullDebugInfo
#rnx
#jira UE-152920
#rb chad.garyet
#preflight 635bf394ae6840072d2a13b4
[CL 22850394 by ryan hummer in ue5-main branch]
Working around an issue with Game compiliation with no ParallelExecutor and including the clean argument
#rnx
#jira UE-168374
#rb ??
#prelight none
[CL 22823566 by ryan hummer in ue5-main branch]