There were two problems with this. One, I had to suppress registering build platforms in UBT if the project has no code. To achieve this I added new flag -nocodeproject and I'm passing it down from the editor to UAT.
The second one emerged after fixing previous one. The Editor was adding -build flag to the UAT if it found any of the VS 2012 or 2013. -build flag is making UAT to try to build, which fails as it is not supported on VS 2012-only system. During the discussion with platform team we came up with the solution to not check for VS 2012 in editor, as we only support it for XDK development, which requires both VSes on the system (2012 and 2013). Hence flag -build should be appended to the UAT command line if and only if there is VS2013 on the system.
[CL 2431415 by Jaroslaw Palczynski in Main branch]
Added an error code for missing ue4game binaries when packaging a non code project.
Added a check in main frame actions to determine whether we display a dialog with the error message in it.
Fix for incorrect IOS stub path being logged
Fix for incorrect Android apk path being generated for non ue4game renames in ::GetFinalApkName
[CL 2427458 by Terence Burns in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2399803 by Jamie Dale in Main branch]
- Enabled ES31 for GitHub/P4 users (currently only works on a Tegra K1 with recent system software)
- Always use separate APKs - this means that all APKs will have -armv7-es2 (or whatever) in their name. This may affect scripts, etc people have written
- Fixed a bug when using multiple java libraries (for users who add their own libs)
- Properly collapse Android devices into a single device with multiple variants. LaunchOn will now choose the best format based on the connected device. If you want to override the format, you will need to use the ProjectLauncher
- Added Android serial number to the device type, in case you have multiple devices of the same type (also fixes [UE-3770])
#codereview niklas.smedberg,chris.babcock
[CL 2385821 by Josh Adams in Main branch]
Fixed issue with visible 2d graphs after closing LogVisualizer
Removed LogVisualizer tool from experimentals so it's a regular tool inside Develoment Tools sub-menu now
Few other minor issue fixes in LogVisualizer tool
[CL 2385317 by sebastian kowalczyk in Main branch]
The crash reporter used to get packaged (via the editor) for all projects.
This change makes it only get packaged for blueprint or internal projects. External code-based projects won't have the crash reporter packaged, and it can also be excluded on a per-project basis via the IncludeCrashReporter project packaging setting.
ReviewedBy Jaroslaw.Surowiec
[CL 2383355 by Jamie Dale in Main branch]
- Windows XP is now configurable from the editor under: Project Settings | Windows | Minimum OS Version
- We will now have a UE4Game_xp.exe which will be used for XP supported content only games
- - - Added support to UBT to choose a file name when running a build, approved by Rob M.
- - - Added functionality to UAT to look for an _xp.exe when packaging.
- Minimum Windows OS, is Vista by default.
- Bootstrap Packaged Game Program is now also built with windows xp support.
Fix for JIRA issues
https://jira.ol.epicgames.net/browse/UE-2894https://jira.ol.epicgames.net/browse/UE-3580https://jira.ol.epicgames.net/browse/UE-4928
[CL 2379024 by Terence Burns in Main branch]
Removing all data from LogVisualizer cleanups rendering data correctly.
UE4 Editor loads LogVisualizer module - to have it early enough in editor.
[CL 2374734 by sebastian kowalczyk in Main branch]