Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.
Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.
Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects
#rb none
[CL 14301890 by Ben Marsh in ue5-main branch]
- Now allow AutoSDK directory name and internal version to be separate (Android only using this for now)
- Some code cleanup with associated functions
[CL 14283427 by Josh Adams in ue5-main branch]
- Moved installation from manifest.xml to Automtion platform functions
- SdkInfo has been removed, now it's just FIleSource, which can be used generically
- Redid Expansion stuff completely, so it's inline into the FileSource fields
- Added support for list expansions (so we can use a variable in the .xml instead of enumerating a CopyProvider, can speed things up)
- Allow full wildcard support in GoogleDrive provider
- Not all SDkInfos have been converted to FileSources
[CL 13965630 by Josh Adams in ue5-main branch]
- Refactored SDK versioning into more formalized APIs for all platforms. Currently UBT will not error with bad versions, but that is coming.
- Turnkey updated to use new BuildUtilities
#rb ben.marsh
[CL 13733158 by Josh Adams in ue5-main branch]
- Deleted .net version DLLs that we aren't using (.net40 and .netstandard10/13)
#fyi andrew.grant,ben.marsh
#rb ben.marsh
[CL 13534400 by Josh Adams in ue5-main branch]
Fixed issue with fix for UE-77351 with Shipping builds
Fixed iOS automation failure enumerating folders where there user does not have permission the read the folder
#jira UE-91526
#jira UE-77351
#rb Allan.Bentham
#lockdown Cristina.Riveron
#ROBOMERGE-SOURCE: CL 12917406 in //UE4/Release-4.25/... via CL 12918163 via CL 12918398
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12918444 by jack porter in Main branch]
Fixed issue with converting UnrealTargetPlatform to string when parsing command line options
Added a TypeConverter for UnrealTargetPlatform
Added check if a typeconverter exists when parsing command line arguments
#rb ben.marsh
#jira none
#ROBOMERGE-SOURCE: CL 12383340 in //UE4/Release-4.25/... via CL 12383343
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v671-12333473)
[CL 12383347 by steve smith in Main branch]
* UAT will now read each *.Automation.csproj file to determine the output path, and load from there rather than just loading anything under Engine\Binaries\AutomationScripts.
* When compiling *.Automation.csproj files, UAT will set the $(EngineDir) directory to the current engine directory, allowing the project to resolve assembly references to the correct location.
* When generating project files, UBT will create an *.Automation.csproj.props file next to the project containing the path to the engine directory, allowing the assembly to be compiled correctly from Visual Studio.
#rb none
#jira UE-77934
#ROBOMERGE-SOURCE: CL 11601626 in //UE4/Release-4.25/... via CL 11601635
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v655-11596533)
[CL 11601659 by ben marsh in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10955034 via CL 10972174 via CL 10972336
#ROBOMERGE-BOT: (v632-10940481)
[CL 10972496 by ryan durand in Main branch]