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Staged builds are explicitly assigned a project id via the persistent UECommandline.txt file. This works on mobile/consoles, but isn't implemented for Windows/Linux/Mac, so staged builds for those platforms don't have a persistent assignment of project id and instead rely on the launch by the editor including the appropriate commandlines. Unstaged builds on Windows/Mac/Linux now determine project id independently after they have determined the project file path. This happens after the project file has been determined and has had case corrected. This ensures it is different/unique for multiple blueprint projects that share the same executable. Fix a bug where second cook in editor to zen would stall because the queue thinks all additions are finished due to a boolean that isn't reset. #rb devin.doucette #rb per.larsson #preflight 61b39a35a2562c8b1c40f81e #ROBOMERGE-AUTHOR: zousar.shaker #ROBOMERGE-SOURCE: CL 18432317 in //UE5/Release-5.0/... via CL 18435404 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271) [CL 18435895 by zousar shaker in ue5-release-engine-test branch]
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