Files
UnrealEngineUWP/Engine/Build/Graph/Examples/Properties.xml
Andrew Grant 0b4257e23a Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2927181 on 2016/03/29 by Dmitry.Rekman

	(Optionally) exclude idle time from server FPS charts.

	- Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers).
	- Server FPS charts analytics events and log output will include the information if idle time was excluded.

	- Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log.

	#rb Paul.Moore
	#codereview Paul.Moore, Michael.Noland
	#tests Ran Linux server and Windows client on compatible content.

Change 2927084 on 2016/03/29 by Ben.Marsh

	BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately.

	#rb none
	#tests none

Change 2927060 on 2016/03/29 by Michael.Noland

	Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter)
	Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup)
	#rb marcus.wassmer
	#tests Ran and did some fps charts

Change 2927048 on 2016/03/29 by Michael.Noland

	HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD)
	#tests Compiled and ran Paragon
	#rb marcus.wassmer

Change 2926920 on 2016/03/29 by Ben.Marsh

	BuildGraph: Update schema with Rename task.

Change 2926911 on 2016/03/29 by Ben.Marsh

	BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/>

	#rb none
	#tests none

Change 2926908 on 2016/03/29 by Andrew.Grant

	Fix for CDO properties of renamed blueprints not being applied
	#rb none
	#tests loaded Origin map (renamed from Playgo3) and verified properties are applied.

Change 2926799 on 2016/03/29 by Jason.Bestimt

	#ORION_DG - Merge MAIN (23) @ CL# 2926780

	#RB:none
	#Tests:none

Change 2926663 on 2016/03/29 by david.nikdel

	#ROBOMERGE-OBO: jason.bestimt
	#ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ORION_23 - Potential fix for Cook failures

	"Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd."

	#RB:none
	#Tests: none

	[CodeReviewed]: andrew.grant, dan.oconnor

Change 2926510 on 2016/03/29 by Andrew.Grant

	Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock)
	#rb none
	#tests compiled

Change 2926495 on 2016/03/29 by Rob.Cannaday

	Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
	#jira FORT-18947
	#jira OR-17695
	#tests golden path
	#rb eric.newman

Change 2926427 on 2016/03/29 by Josh.Markiewicz

	#UE4 - fixed typo
	#rb none
	#tests none

Change 2926250 on 2016/03/29 by Martin.Mittring

	fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect
	#rb:Chris.Bunner
	#codereview:Brian.Karis

Change 2926224 on 2016/03/29 by Daniel.Lamb

	Fix for potenital threading issue with Console manager removing vars which could cause double free.
	#rb Robert.Manuszewski
	#test Orion cook

Change 2926174 on 2016/03/29 by Gareth.Martin

	Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people
	#rb
	#tests editor

Change 2925968 on 2016/03/29 by David.Nikdel

	#MCP #OSS
	- Read RedirectUrl from ini

	#RB: Eric.Newman
	#TESTS: compiled in another branch (merge over)
	#ROBOMERGE: Main

[CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00

57 lines
2.7 KiB
XML

<?xml version='1.0' ?>
<BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../Schema.xsd" >
<Agent Name="Properties Agent" Type="CompileWin64">
<Node Name="Property Examples">
<!-- Some predefined properties -->
<Log Message="Property: Branch=$(Branch)"/>
<Log Message="Property: EscapedBranch=$(EscapedBranch)"/>
<Log Message="Property: Change=$(Change)"/>
<Log Message="Property: PreflightChange=$(PreflightChange)"/>
<Log Message="Property: RootDir=$(RootDir)"/>
<Log Message="Property: IsBuildMachine=$(IsBuildMachine)"/>
<Log Message="Property: HostPlatform=$(HostPlatform)"/>
<!-- Basic property assignment -->
<Property Name="MessageText" Value="Hello"/>
<Property Name="MessageText" Value="$(MessageText) World"/>
<Log Message="MessageText=$(MessageText)"/>
<!-- Local properties take precedence over global properties for the duration of their scope -->
<Local Name="MessageText" Value="$(MessageText)!!!"/>
<Log Message="MessageText=$(MessageText)"/>
<!-- Combine some paths together -->
<Local Name="TestDirWithSlash" Value="$(RootDir)\Test"/>
<Local Name="TestDirWithSlash" Value="$(TestDirWithSlash)\" If="!HasTrailingSlash('$(TestDirWithSlash)')"/>
<Local Name="TestFile" Value="$(TestDirWithSlash)Test.txt"/>
<Log Message="TestFile=$(TestFile)"/>
<!-- All scalar values are stored as case insensitive strings, and are identical whether they are quoted or not -->
<Local Name="A" Value="true"/>
<Local Name="B" Value="false"/>
<Local Name="C" Value="true"/>
<Log Message="Logic tests, where A=$(A), B=$(B), C=$(C):"/>
<Log Message=" A is true" If="$(A) == true"/>
<Log Message=" A is True" If="$(A) == True"/>
<Log Message=" A is 'True'" If="$(A) == 'True'"/>
<Log Message=" A is false" If="$(A) == false"/>
<Log Message=" A is False" If="$(A) == False"/>
<Log Message=" A is 'False'" If="$(A) == 'False'"/>
<!-- Simple boolean logic -->
<Log Message=" A equals B" If="$(A) == $(B)"/>
<Log Message=" A does not equal B" If="$(A) != $(B)"/>
<Log Message=" A and B" If="$(A) and $(B)"/>
<Log Message=" A and C" If="$(A) and $(C)"/>
<Log Message=" A and (B or C)" If="$(A) and ($(B) or $(C))"/>
<Log Message=" (A and B) or C" If="($(A) and $(B)) or $(C)"/>
<Log Message=" (A and B) or B" If="($(A) and $(B)) or $(B)"/>
<!-- Test environment variables -->
<Log Message="SystemRoot = $(SystemRoot)"/>
<Log Message="ComSpec = $(ComSpec)"/>
<Log Message="COMMANDER_JOBSTEPID is $(COMMANDER_JOBSTEPID)"/>
</Node>
</Agent>
</BuildGraph>