- Each artifact is named, and by default any files added to a tag with the name of the artifact will be treated as belonging to it.
- Artifacts can have include an optional set of keys that can be queried against on Horde.
- The host system (eg. Horde) is deemed responsible for archiving artifacts for later retrieval.
#preflight none
[CL 25048052 by Ben Marsh in ue5-main branch]
Include variants of current standard licenses which appear in NuGet packages with slightly different punctuation/formatting to use as a reference set of current licenses.
#preflight none
[CL 25015973 by Ben Marsh in ue5-main branch]
This allows running the editor without having to run UBT to determine all the available targets for a project.
#preflight none
[CL 24461562 by Ben Marsh 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]