Commit Graph

385 Commits

Author SHA1 Message Date
dmytro ivanov
8dea99a66a On Android only enable vulkan validation layers in debug in UE, in debug & development in Fortnite.
Copy validation layers .so in any non shipping build.
#jira UE-185390
#rb Dmitriy.Dyomin

[CL 28268168 by dmytro ivanov in ue5-main branch]
2023-09-27 06:16:11 -04:00
daniel lamb
3e286ea58e Linux can now be cooked on windows platforms without the sdk installed.
Added override cook platform for use by content beacon to the datadrivenplatforminfo.
[REVIEW] [at]Josh.Adams

[CL 28223391 by daniel lamb in ue5-main branch]
2023-09-26 09:13:27 -04:00
thomas ross
c549d7a65d Android Studio build improvements:
- Allow pass through of BypassGradlePackaging argument in UBT
- Allow setting skippackage to actually skip packaging on Android in UBT
- Fix to Android Studio detection to skip build.gradle stomping when building in RunUAT or VisualStudio. Requires setting File > Settings > Build, Execution, Deployment > Build Tools > Gradle > "Generate *.iml files for modules imported from Gradle"
- Save RunConfiguration for app config in AndroidStudio so that we can load already having the debugger set to dual and the correct LLDB StartupCommand set.
#tests Android, Dev, Client, compile, mobile
#rb swarm

[CL 28206857 by thomas ross in ue5-main branch]
2023-09-25 17:28:13 -04:00
dmytro ivanov
1b8c85f1c4 Enabling Vulkan Validation Layers on Android
#jira UE-185390
#rb Jack.Porter

[CL 28129801 by dmytro ivanov in ue5-main branch]
2023-09-22 07:18:17 -04:00
joe kirchoff
40521adeca Clang static analysis requires unity builds to be disabled
#rnx

[CL 27329915 by joe kirchoff in ue5-main branch]
2023-08-23 20:33:44 -04:00
chris babcock
2ce9413c92 Kill java before clean step on Windows to fix locked files issue that sometimes occurs with minifyReleaseWithR8
#android
[REVIEW] [at]Ben.Temple
#rb Ben.Temple

[CL 27192837 by chris babcock in ue5-main branch]
2023-08-17 23:29:54 -04:00
chris babcock
292439c456 Ignore architecture offset for bundles when copying symbols
#jira UE-192615
#android
[REVIEW] [at]Billy.Quick
#rb Billy.Quick

[CL 27083298 by chris babcock in ue5-main branch]
2023-08-14 15:48:20 -04:00
joe kirchoff
22cdb0b04a UnrealBuildTool: Clean up IsBuildMachine checks
#rnx

[CL 27019595 by joe kirchoff in ue5-main branch]
2023-08-10 20:59:28 -04:00
dmytro ivanov
a73d0e1f9f Enable support for non-4k virtual page sizes on Android, part 1
#jira UE-192126
#rb Chris.Babcock

[CL 26911522 by dmytro ivanov in ue5-main branch]
2023-08-08 04:17:39 -04:00
chris babcock
d43d1225fe Support resizeability for foldable devices / multiscreen
#jira UE-168578
#android
[REVIEW] [at]Jack.Porter
#rb Jack.Porter

[CL 26910173 by chris babcock in ue5-main branch]
2023-08-07 23:01:55 -04:00
dmytro ivanov
2536e616e1 Update cmake to 3.22.1
#jira UE-192126
#rb Chris.Babcock

[CL 26894364 by dmytro ivanov in ue5-main branch]
2023-08-07 14:56:20 -04:00
bryan sefcik
ca12a1a2e0 Cleaned up the project generator API by passing a struct of commonly used arguments. This makes it easier for us to add/remove arguments.
#rb joe.kirchoff
#jira

[CL 26854215 by bryan sefcik in ue5-main branch]
2023-08-04 14:18:11 -04:00
chris babcock
2554a6bbb7 Change GameActivity exported to true
#android
[REVIEW] [at]Peter.Sauerbrei
#rb Peter.Sauerbrei

[CL 26795021 by chris babcock in ue5-main branch]
2023-08-02 20:27:26 -04:00
bryan sefcik
9a81ca5c26 Added support to have multiple architectures per platform in the VS sln/projects.
Updated the project generators to search the VS platform directory when HasVisualStudioSupport is called to find out whether a platform is supported. This fixes several issues where platforms were being generated like they were supported by the host machine but actually weren't.

#rb joe.kirchoff
#jira

[CL 26795017 by bryan sefcik in ue5-main branch]
2023-08-02 20:27:20 -04:00
chris babcock
6b2d27b94e Add exported=false to GameActivity for splashscreen case
Include symbol formatter for Android lldb in release

#android
[REVIEW] [at]Ben.Temple
#rb Ben.Temple

[CL 26760025 by chris babcock in ue5-main branch]
2023-08-01 18:58:16 -04:00
josh adams
305c260069 - Moved SDK versions (MainVersion and Min/Max SDK version) from C# strings to SDK.json files in the Platform's Config folder
- Allow for per-project override in a project's platform's config folder (this is merging with my other work on per-project SDKs and validation of multi-target builds)
- More versions will move over after this
#rb david.harvey

[CL 26150552 by josh adams in ue5-main branch]
2023-06-21 11:21:01 -04:00
KXOC
1565be65b4 Replace list of quest devices in packaging settings with checkbox to package for all quest devices.
Also updating VRTemplate to create projects with the new settings and removing daydream deploy logic.

#jira UE-183636
#rb jeff.fisher robert.srinivasiah

[CL 25895938 by KXOC in ue5-main branch]
2023-06-09 11:58:31 -04:00
josh adams
f6381544e2 - Allow a project to override the Main SDK version for a platform (the platform's project Engine.ini would set
[OverrideSDK]
  SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e

[CL 25767233 by josh adams in ue5-main branch]
2023-06-02 13:42:59 -04:00
Chris Babcock
cd98a42dbc Fix up Lyra warnings
#jira UE-187229
#android
#review @Ryan.Hummer
#rb Ryan.Hummer

#preflight https://horde.devtools.epicgames.com/job/6478f6e77a6aeda41b5a5ed2

[CL 25743610 by Chris Babcock in ue5-main branch]
2023-06-01 17:30:34 -04:00
joe kirchoff
acacd6a8de UnrealBuildTool: More automated code cleanup
* Use object type rather than var
* Remove double newlines
* Use pattern matching

#rnx
#preflight 647780095d23eca37d28a387

[CL 25706751 by joe kirchoff in ue5-main branch]
2023-05-31 13:37:21 -04:00
joe kirchoff
acf80ab609 [Backout] - CL25694851
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: More automated code cleanup

#rnx

[CL 25695155 by joe kirchoff in ue5-main branch]
2023-05-30 19:55:37 -04:00
joe kirchoff
7ed1a39679 UnrealBuildTool: More automated code cleanup
#rnx

[CL 25694864 by joe kirchoff in ue5-main branch]
2023-05-30 19:36:05 -04:00
joe kirchoff
c04da27b3b UnrealBuildTool: More automated code cleanup
#rnx
#preflight 64767efb4b1ead7c7f428c7a

[CL 25693857 by joe kirchoff in ue5-main branch]
2023-05-30 18:59:32 -04:00
joe kirchoff
36d266e932 UnrealBuildTool: Automated code cleanup
#rnx
#preflight 6476799e947ff6973c225619

[CL 25693241 by joe kirchoff in ue5-main branch]
2023-05-30 18:38:07 -04:00
joe kirchoff
57a8fe409c UnrealBuildTool: Use expression body for simple properties and accessors
#rnx
#preflight 64766abcfe6a3b258a04cb50

[CL 25691579 by joe kirchoff in ue5-main branch]
2023-05-30 18:01:50 -04:00