CopyBuildToStagingDirectory - Use bAllowPerChunkCompression to enable bCompressed to override global compression settings.
This will correctly allow chunks to opt in and out of being compressed.
NOTE: If DDPI specifies a hardware compression setting of 'None', this won't work as expected because there will be no global compression settings to opt in to. In this case,
set bForceUseProjectCompressionFormatIgnoreHardwareOverride=true and bCompressed=False in [/Script/UnrealEd.ProjectPackagingSettings], then setup whatever project compression settings you would like chunks to
be able to opt in to.
#rb Daniel.Lamb
[CL 30412862 by justin marcus in ue5-main branch]
#rb Per.Larsson
#rnx
- We need to add a whitespace before appending 'AdditionalPakOptions' aotherwise they will be merged with the previous '-WriteTocToDisk' argument.
- We should only do this if we actually have additional pak options to avoid adding a pointless additional ' ' if there are no additional options.
[CL 30410640 by paul chipchase in ue5-main branch]
Fix numeric separators being mistaken for single characters (which were being treated as strings) and consuming text it shouldn't have
Add detection for missing #undef LOCTEXT_NAMESPACE if one has been defined in the file
#rb Ben.Marsh
[CL 30380139 by marc audy in ue5-main branch]
IDeviceValidator provides the ability to verify a TargetDevice matches a set of requirements.
They are particularily useful for ensuring development kits are in a desired state prior to a test.
This can include, but is not limited to:
- Proper firmware versions
- Having an account signed in
- Pushing a list of settings onto the device
To add new DeviceValidators, simply create a concrete type that inherits from IDeviceValidator.
Implement ValidateDevice() and determine whether this validator should be enabled within the constructor
It can be especially helpful to toggle whether a validator is enabled via commandline arguments, for ease of opt-in
#jira UE-201402
#rb marcelo.gomes
[CL 30352267 by brendan lienau in ue5-main branch]
The file open log is a facility that automatically keeps a log of all files the process has opened and their order. This is rather expensive as it (a) also tracks failed attempts to open files and (b) it maintains a large table in memory, storing which files have already been opened (so every file is only logged once). This table can easily grow into the tens of megabytes; even on an empty project I see this taking 60MB by itself. Making this optional allows us to skip this step for UEFN cloud cooks: in these cases we're throwing that log file away anyway.
#rb rob.perren
[CL 30344591 by sebastian schoner in ue5-main branch]
This CL stubs out the following ITargetDevice functions which will be implemented for each platform one by one
- FullClean
- CleanArtifacts
- InstallApplication (new signature)
- CreateAppInstall
- CopyAdditionalFiles
Once stubs have been implemented, UnrealSession.LaunchSession will optionally be able to execute a new flow using these modularized pieces
After further validations are made, the legacy implementation of LaunchSession will be deprecated and the new flow will become the standard
#jira UE-201403
#rb marcelo.gomes
[CL 30326785 by brendan lienau in ue5-main branch]
Optimizationof Smartling download and upload.
- Previously, downloading of .po files from Smartling are done in series. Now, each language is downloaded in its own Task. Parallelizing downloads have improved download times anywhere from 2x to 10x.
- Logs for downloads, uploads and authentication token retrieval has been changed to be thread safe. The logs for a single Task will be batched and only printed after the task has completed.
- API for GetAuthenticationToken(), RequestAuthenticationToken() and RetrieveAuthenticationToken() has been changed to facilitate multithreaded logging
- Uploading of .po files has also been changed to be threaded to conform to the changes in APIs for the authentication token retrieval functions.
- Switched from Console.WriteLine to the preferred Logger.LogInformation
#rb: Jamie.Dale
#jira: none
#test: Performed the localization downloads locally. Checked the logs for the download step and compared timings of localization downloads. All tested localization files seems to have been downloaded successfully.
[CL 30252145 by leon huang in ue5-main branch]
[FYI] joshua.shlemmer
Original CL Desc
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Modifies buildtasks that were using HTTPClients so that they use a singleton http client.
Follow up from CL 30122407
#rb Eric.Knapik, Wes.Hunt
[CL 30210278 by ryan hummer in ue5-main branch]