#ttp 338544 - EDITOR: Update Notifications "Show Log" to "Show Output Log"
#branch UE4
#change Changed hyperlink text to be more specific in individual instances of FNotificationInfo objects.
#reviewedby Chris.Wood
[CL 2108221 by Richard TalbotWatkin in Main branch]
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
TTP# 335070 - Add GUI based way to specify additional non-asset files or paths to package
CookCommandlet now uses the project settings to work out which additional directories it should cook (this removes the need for the editor to pass this information to that UAT via the command line). I've left the COOKDIR option in the UAT/CookCommandlet as, while non of our projects seem to be using it, I'm not comfortable removing it in case any scripts are using it.
CopyBuildToStagingDirectory also uses these project settings to work out which additional directories it should stage when producing the staging manifest (these are split into UFS and non-UFS directories). This allows users to define additional directories in the editor (or directly in the settings file) which will always be staged regardless of how UAT is invoked.
All of these paths are specified in the settings file as relative to the project Content directory, and the editor will enforce this fact when using the directory picker.
Also mirrored the meta-data interface from UField on IPropertyHandle. This takes care of accessing the meta-data from the correct property, even when you're accessing an element inside an array (MattK approved!).
ReviewedBy Thomas.Sarkanen, Robert.Manuszewski, Max.Preussner
[CL 2088172 by Jamie Dale in Main branch]
I also added code to retain backwards compatibility. Existing settings from EditorUserSettings.ini will be migrated to EditorLayout.ini
#CodeReview: nick.atamas, matt.kuhlenschmidt
[CL 2074798 by Max Preussner in Main branch]
- Added functionality to GameActivity to query for the asset manager and the mode we are using for OBB data
- Added UI element to toggle OBB packing into APK in the project packaging config panel
- Added code to add a command line switch to turn on packing during building
- Changed build system so that it will write out a JavaBuildConfig file so we know at runtime where to find the data
- Change the build system to copy and rename the OBB so that it is in the APK's asset directory uncompressed
- Added IFileHandle implementation to handle reading from an Asset based OBB and changed the OBB locating code so deal with looking for the OBB in the APK
Submitted on behalf of Robert Jones.
#codereview Daniel.Lamb,Robert.Jones
[CL 2071675 by Daniel Lamb in Main branch]
Old "Linux" target platform is now called "LinuxNoEditor", so this needs to be patched up in places where target platform name was assumed to match platform name.
#codereview Josh.Adams, Peter.Sauerbrei, Michael.Trepka, Ben.Marsh
[CL 2068323 by Dmitry Rekman in Main branch]
#proj UE4
#branch UE4
#summary The interface of FGenericTask is now changed. Removed GetTaskName() and changed GetStatId() to non-static and const.
#codereview Robert.Manuszewski
#codereview Jaroslaw.Surowiec
[CL 2048817 by Jaroslaw Palczynski in Main branch]
#change The engine now accepts a -UTF8Output command line argument which allows the output stream to be in the correct mode.
#change UAT accepts the same UTF8Output parameter to allow the connecting streams to be in the correct mode too (though it's currently only passed during the UnrealPak invocation).
#add FPlatformMisc::SetUTF8Output added to allow the opting-in of a UTF-8 output stream in Windows.
#codereview robert.manuszewski
[CL 2043167 by Steve Robb in Main branch]