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]
- 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]
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]
- 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]
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]
[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]
* Use object type rather than var
* Remove double newlines
* Use pattern matching
#rnx
#preflight 647780095d23eca37d28a387
[CL 25706751 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: More automated code cleanup
#rnx
[CL 25695155 by joe kirchoff in ue5-main branch]