Commit Graph

2905 Commits

Author SHA1 Message Date
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Jerome Delattre
6869511e25 Fix missing errors and warnings count not passed to HordeReport.TestResultDetailed
+ add external report URL + enforce specifying a type to testdata key

#jira UEENGQA-31692
#rb none
#rnx

[CL 14228471 by Jerome Delattre in ue5-main branch]
2020-09-01 11:52:07 -04:00
Ben Marsh
6135d9559e Include the flag for whether to show warnings in the exported Horde graph definition.
#jira

[CL 14226606 by Ben Marsh in ue5-main branch]
2020-09-01 05:17:25 -04:00
Josh Adams
de850319ff Turnkey:
- Added SDK installation pre/post-ambles so the platform can give user more
information on what's happening, and what to do on a failure (or a success)
- Added some defaults for Studio settings in TurnkeyManifest.xml, to show how to set in a studio's .xml file
- Added/updated some Studio settings/names
- Added bCanConnect flag to DeviceInfo (in case a platform can list devices even if they are unable to flash/run/etc - in which case the fields may or may not be correct)
- Added $(AllPlatforms) and $(AutoSDKPlatforms) built-in variables

[CL 14219769 by Josh Adams in ue5-main branch]
2020-08-31 12:05:23 -04:00
Josh Adams
d6a9409268 - Updated some turnkey installations
- Removed BuildSource type, and just use the generic FileSource for finding builds
- Improved support for $[x] captures

[CL 14170018 by Josh Adams in ue5-main branch]
2020-08-24 08:54:52 -04:00
Jerome Delattre
6409ad89f2 Send automated test results to Horde
#jira UEENGQA-30627
#rb Andrew.Grant
#rnx

[CL 14149370 by Jerome Delattre in ue5-main branch]
2020-08-19 18:32:59 -04:00
Josh Adams
3ea1dad6a5 - Fixed a bug from WindowsNoEditor->Windows rename. Also hunted down other potential issues, and general cleanup of "NoEditor"
#jira UE-96471
#fyi daren.cheng

[CL 14142625 by Josh Adams in ue5-main branch]
2020-08-19 10:10:49 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Ben Marsh
8684d65982 Allow specifying UGS badges via the Label attribute.
#rb none
#rnx

[CL 14057194 by Ben Marsh in ue5-main branch]
2020-08-07 08:57:44 -04:00
Ben Marsh
6ee8803dd7 Add support for passing properties to the <CsCompile> task, and fix parsing of ShooterGame project files in the BuildEditorAndTools.xml script.
#rb none
#rnx

[CL 14043020 by Ben Marsh in ue5-main branch]
2020-08-05 17:49:47 -04:00
Ben Marsh
1e4529eafb Include UGS badge info in exported Horde data.
#rb none
#rnx

[CL 13982781 by Ben Marsh in ue5-main branch]
2020-07-30 18:00:44 -04:00
Josh Adams
18d2cc10dd - Fixed RetrieveFIleSource as used from IOSPlatform.Automation to use the new FileSource stuff instead of Custom SdkInfo
[CL 13966949 by Josh Adams in ue5-main branch]
2020-07-29 17:10:58 -04:00
Josh Adams
3d96cf53bd - Fixed a typo I made when editing on checkin, oops
[CL 13966532 by Josh Adams in ue5-main branch]
2020-07-29 16:22:29 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams
88c2ccf6bc Massive Turnkey refactor for simplicity for licensees:
- 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]
2020-07-29 14:40:30 -04:00
Josh Adams
eb7bb54a86 - Turnkey IOS cert usability improvements.
- Can now base on Provision Name, instead of just bundle id
- Added concept of StudioSettings, but they aren't being loaded yet from anywhere (and you can't set them with ManageSettings, by design, and am about to redo how Manifests/SdkInfo installers/etc are all managed)

[CL 13923256 by Josh Adams in ue5-main branch]
2020-07-22 10:29:24 -04:00
Josh Adams
1439675a3e - Added tagged retrieval to work with regex'd tags
- Added some Turnkey settings to IOSRuntimeSettings
- Added some of the IOSRuntimeSettings to be stripped out in the IniKeyBlacklist so that passwords aren't shipped
- Fixed smb: volume mounting in Turnkey
- Changed IOS prereq validation to be driven more by the bundleid, and then will hunt down a cert that matches the "best" provision that matches the bundleid. Then, uses the bundleid (with regex) to find a cert to install via Turnkey. Full wildcards can break it, so TeamID can be used to narrow down valid provisions

[CL 13886561 by Josh Adams in ue5-main branch]
2020-07-17 16:07:26 -04:00
Ben Marsh
364bbe3d99 Update span names for DD trace.
#jira

[CL 13875438 by Ben Marsh in ue5-main branch]
2020-07-16 12:27:32 -04:00
Ben Marsh
32c246b956 Add additional tracing into to UAT/UBT.
#jira

[CL 13875431 by Ben Marsh in ue5-main branch]
2020-07-16 12:26:55 -04:00
Ben Marsh
495d910fab Fix XMLdoc warnings.
#jira

[CL 13875418 by Ben Marsh in ue5-main branch]
2020-07-16 12:25:42 -04:00
Ben Marsh
798e7ce776 Add a TraceSpan class that can be used to record timing information for UAT, and add tracing info for BuildGraph into it. Writes to a file in the directory specified by the UE_TELEMETRY_DIR environment variable.
#jira

[CL 13875408 by Ben Marsh in ue5-main branch]
2020-07-16 12:24:00 -04:00
Josh Adams
441b2d296d - Close the popup windows for IOS prerequisities if there were no errors
[CL 13874312 by Josh Adams in ue5-main branch]
2020-07-16 10:04:39 -04:00
Josh Adams
6ff7f16d09 - Update IOS prerequisite handling (now fully interactive, even if not super smooth, with AppleScript to show dialog/Terminal windows)
- Added support for smb:// paths on Mac (mounts a volume and uses /Volumes, C# doesn't understand UNC paths)
- Updated path to .p12, and the signing identity from Apple Developer to Apple Development (as seen in latest certs)
- Added a new SdkInfo state (InvalidPrerequisites)
- Made IOS prerequisites not actually do any fixing if -UpdateIfNeeded is not specified

[CL 13864007 by Josh Adams in ue5-main branch]
2020-07-15 12:20:35 -04:00
Josh Adams
ef2fdc4e17 - Fixed HybridIO provider on Mac (unknown yet how well WinForms works in Linux)
[CL 13849060 by Josh Adams in ue5-main branch]
2020-07-13 14:41:31 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00