Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/FunctionalTesting.Build.cs
Jason Bestimt d3658c6d29 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 4296730)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3775128 by Nick.Atamas

	Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)

Change 4166311 by Jason.Bestimt

	#DEV-VR - Merge from //UE4/Dev-MagicLeap/... @ CL 4136411

Change 4185551 by Joe.Graf

	Added support to query and specify the desired video format for an AR session

Change 4269190 by Ethan.Geller

	[Dev-VR] #jira UE-62644 Deescalate resampling logs to display, and make sure that Lumin does not get Resampling settings from Android runtime settings.

Change 4269386 by Ryan.Vance

	#jira UE-62274

	We need to recompute the view frustum and related distances if the projection matrix is changed.

Change 4269401 by Ryan.Vance

	#jira UE-62155

	Debug canvas layer fixes

Change 4270710 by Chance.Ivey

	Merging //UE4/Dev-Partner-MagicLeap-4.20 to Dev-VR (//UE4/Dev-VR)
	 - 4262963
	 - 4261100
	 - 4261103
	 - 4265565

Change 4270822 by Ryan.Vance

	#jira UE-61462

	Work around for csm shadow culling bug on Lumiun

Change 4271396 by Jason.Bestimt

	#DEV-VR - Saving off original MLSDK variable for future editor "restarts" within the same process

	#JIRA: UE-58634

Change 4271402 by Jason.Bestimt

	#DEV-VR - Making bUseMobileRendering non-editable for binary builds

	#JIRA: UE-60956

Change 4271454 by Jason.Bestimt

	#DEV-VR - Integrating CL 4239939, 4236178 and 4269702 from Partners-Google-VR

Change 4272387 by Ryan.Vance

	#jira UEVR-1281

	Oculus 1.28 Plugin changes

Change 4273410 by Jason.Bestimt

	#DEV-VR - Fixing MagicLeapSDK Settings to be globaluserconfig (by removing the defaultconfig).

	#JIRA: UE-62092

Change 4273929 by Ryan.Vance

	#jira UE-62744

	Fixing missing includes..

Change 4274147 by Kyle.Fung

	Round-robin occlusion queries for stereoscopic rendering
	With the vr.RoundRobinOcclusion flag turned on, each frame will only render occlusion queries for one eye with an alternating scheme (ie odd frames only left eye, even frames only right eye).
	Additionally, the interface for class FPrimitiveOcclusionHistory has been changed along with a slight modification in its implementation. With round-robin occlusion, when extracing history entries we perform a search through the entire history to look for the oldest entry in a primitive's occlusion history.

	#jira UEVR-1289

Change 4274206 by Kyle.Fung

	Fixed some compiler warnings
	#jira UEVR-1289

Change 4275212 by Jason.Bestimt

	#DEV-VR - Fixing CIS error (forcing value to bool)

Change 4275973 by Jason.Bestimt

	#DEV-VR - Merging CL 4275879 from Partner-Google-VR

	GoogleVR 1.170 Release Update.
	- Removed reference to GetHMDDeviceType.
	- Updated to final version of SDK libraries.

Change 4276154 by Jason.Bestimt

	#DEV-VR - fix for CIS warning about PngPtr being used before it is checked

Change 4277171 by Jeff.Fisher

	UE-62399 Graphical corruption when opening the debug console
	-Switched from the fast hardware clear to the slower shader clear because the slower one works.  Perhaps a better fix exists that would make the faster clear work?  Costs 60us when debug ui is up, but only when rendering debug to a stereo layer (vr/ar).
	#jira UE-62399
	#review-4277026

Change 4277633 by Joe.Conley

	#jira UE-54565 - "Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay"

	Don't call GetStereoLayers if stereo is not enabled.

Change 4277723 by Ryan.Vance

	#jira UE-62776

	Cleaning up questionable partner code found by SA.
	I'm pretty confident the SA warning is a false positive, but there was a lot to fix here regardless.

Change 4280289 by Joe.Graf

	Added some "Ignored by ARCore" comments Google requested

Change 4280479 by Joe.Graf

	Fixed a member copy step in AppleARKitFrame::operator= that Wanghao reported

Change 4280824 by Jason.Bestimt

	#DEV-VR - removing stale comment about ML SDK Settings using defaultengine.ini

Change 4281117 by Jason.Bestimt

	#DEV-VR - Removing warnings on LUMIN from trying to load missing modules

	#JIRA: UE-62748

Change 4281514 by Jason.Bestimt

	#DEV-VR - Moving FunctionalTesting dependency under bCompileAgainstEngine

Change 4281847 by Joe.Graf

	Added a UPL file to AppleARKit that modifies the plist to include the requirement of ARKit and request for camera access

	#jira: UE-60050, UE-62837

Change 4281945 by Joe.Graf

	Removed the ensures from the ARBlueprintLibrary code since the code handles the failure cases properly

	#jira: UE-61845, UE-61846

Change 4282098 by Ethan.Geller

	#jira UE-62863 fix audio on lumin #rb none

Change 4283974 by Joe.Graf

	Deprecated bIsTracked on tracked images and face geo per Google API reunification feedback

Change 4284118 by Jason.Bestimt

	#DEV-VR - Moving FunctionalTest dependency to be both non-shipping and CompileAgainstEngine.  Allowing FunctionalTesting to be compiled in binary build

Change 4285339 by Ethan.Geller

	#jira UE-62087 Whitelist AudioCapture module for mac while not whitelisting the AudioCaptureEditor module, which should only work on Windows.

Change 4286024 by Ryan.Vance

	Copying //UE4/Partner-Microsoft-XR to Dev-VR (//UE4/Dev-VR)
	Windows mixed reality integration.
	Disabled by default

Change 4289812 by Jason.Bestimt

	#DEV-VR - Fix for non-unity build issue with windows header

Change 4296399 by Jason.Bestimt

	RSync fixes for xml files

	#JIRA: UE-62994

Change 4296679 by Jason.Bestimt

	#DEV-VR - Fixing remote iOS compile issue with BP projects that require plugins

	#JIRA: UE-62967

[CL 4299100 by Jason Bestimt in Main branch]
2018-08-17 19:56:07 -04:00

55 lines
1.3 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class FunctionalTesting : ModuleRules
{
public FunctionalTesting(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"ShaderCore",
"Slate",
"MessageLog",
"NavigationSystem",
"AIModule",
"RenderCore",
"AssetRegistry",
"RHI",
"UMG",
"AutomationController",
}
);
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("UnrealEd");
}
PrivateIncludePaths.AddRange(
new string[]
{
"Developer/FunctionalTesting/Private",
}
);
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"SourceControl"
}
);
}
//make sure this is compiled for binary builds
if (Target.Configuration != UnrealTargetConfiguration.Shipping)
{
PrecompileForTargets = PrecompileTargetsType.Any;
}
}
}