- Create our own JNI wrapper on top of latest play-services-games-v2 classes
- Adapt OSSGooglePlay to use this wrapper
- Remove deprecated/unsupported functionality
- Fix some issues with JNI support
#jira UE-201481
[REVIEW] [at]Michael.Kirzinger, [at]Chris.Babcock, [at]Bertrand.Carre
#rb Chris.Babcock, Michael.Kirzinger, Sam.Zamani
[CL 30963393 by rafa lecina in ue5-main branch]
- Fixed expat to have the x86 lib
- Disabled SoundTouchZ support when building x86_64 or x86_64+arm64, as there is no x86 lib checked in
#rb Chris.Babcock
[CL 30649810 by josh adams in ue5-main branch]
Configuration is the same as TargetRules.DebugInfo and will override that setting except when debug info is disabled for the entire target
[CL 28558101 by joe kirchoff 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]
* Added support for additional response files (will be used by header units)
* Added support for shared response files and changed so normal cpp/h build path uses it if toolchain supports it.
* Enabled shared response files on all platforms but android (which doesnt seem to support reponse files including response files)
* Some cleanup in the iwyu toolchain related to shared rsp files
#preflight 63d9af169b3bb6a66cec9a8e
#rb joe.kirchoff
[CL 23943501 by henrik karlsson in ue5-main branch]
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]
Requires implementing IComparable\IEquatable in FileItem (and I also implemented them in DirectoryItem for consistency)
#rnx
#rb Tim.Smith
#preflight 63c1cce4a06ab115ea17ba4f
#preflight 63c70f4d7763631ba15486ea
[CL 23745743 by Joe Kirchoff in ue5-main branch]