Files
UnrealEngineUWP/Engine/Source/Runtime/Launch
nuno leiria 439b0295e0 Set the project name at an earlier point.
This fixes blueprint projects not booting on platforms that set LLM_AUTO_ENABLE=1.

This was the sequence of events that led to the problem:
FLowLevelMemTracker::Get().ProcessCommandLine(CmdLine) triggers a call to FGenericPlatformMisc::ProjectDir() too early, before FPaths::IsProjectFilePathSet(). ProjectDir() ends up as ../../../engine/ instead of e.g. ../../../tp_firstperson/. This only happens for blueprint projects because code projects set GInternalProjectName and ProjectDir() follows a different path if FApp::HasProjectName().
In contrast, platforms that set LLM_AUTO_ENABLE=0 early out from the FLowLevelMemTracker function call so they don't trigger the problem.

This leads to ../../../*engine*/Content/Paks/ being created, instead of e.g ../../../*tp_firstperson*/Content/Paks/, making the engine believe there are no paks and fall back to reading from a normal file.

#jira UE-122150
#rb josh.adams

#ROBOMERGE-SOURCE: CL 17316912 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17316940 by nuno leiria in ue5-release-engine-test branch]
2021-08-26 09:28:08 -04:00
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2021-03-31 13:28:19 -04:00
2021-08-24 19:28:38 -04:00