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Merging final GDK for Unreal 0.13.0 release
Release 0.13.0
2 parents b86941d + f356cb9 commit f678995

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.buildkite/premerge.definition.yaml

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@@ -2,6 +2,7 @@ agent_queue_id: trigger-pipelines
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description: TestGyms premerge (calls GDK premerge)
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github:
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default_branch: master
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pull_request_branch_filter_configuration: ["!docs*"]
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teams:
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- name: Everyone
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permission: BUILD_AND_READ

.buildkite/premerge.steps.yaml

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@@ -1,13 +1,63 @@
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---
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ci_version: &ci_version "1.1"
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# This is designed to trap and retry failures because agent lost
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# connection. Agent exits with -1 in this case.
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agent_transients: &agent_transients
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exit_status: -1
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limit: 3
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# BK system error
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bk_system_error: &bk_system_error
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exit_status: 255
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limit: 3
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# job was interrupted by a signal (e.g. ctrl+c etc)
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bk_interrupted_by_signal: &bk_interrupted_by_signal
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exit_status: 15
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limit: 3
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# Hook failure
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bk_hook_failure: &bk_hook_failure
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exit_status: 127
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limit: 3
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steps:
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# Run the UnrealGDK premerge with this version of the TestGyms repo.
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# Unfortunately we can't easily detect if we are running for a branch with a PR or not, so we just always run.
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- label: "unreal-gdk-premerge"
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trigger: "unrealgdk-premerge"
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# New build pipeline
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# Trigger a 4.26 build
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- trigger: "unrealgdkbuild-ci"
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label: "testgyms-ci-4.26"
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async: false
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build:
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branch: "${GDK_BRANCH:-master}"
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commit: "${GDK_COMMIT:-HEAD}"
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message: "TestGyms ${BUILDKITE_BRANCH} ${BUILDKITE_MESSAGE}"
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env:
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TEST_REPO_BRANCH: "${BUILDKITE_BRANCH}"
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ENGINE_NET_TEST: "true"
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branch: *ci_version
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message: "testgyms-4.26 ${BUILDKITE_MESSAGE}"
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env:
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BUILD_TYPE: "GDK"
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GDK_BRANCH: "${GDK_BRANCH:-0.13.0}" # NOTE: temp fix for new ci release interop issues
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ENGINE_BRANCH: "${ENGINE_BRANCH_426:-4.26-SpatialOSUnrealGDK-0.13.0}" # NOTE: temp fix for new ci release interop issues
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ENGINE_MAJOR: "4.26"
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PROJECT_BRANCH: "${BUILDKITE_BRANCH}"
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USE_FASTBUILD: "True"
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IS_BUILDKITE_BUILD: "True"
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BUILD_ANDROID: "False"
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SKIP_TESTS: "False"
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CLEAN_BUILD: "False"
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# Trigger a 4.25 build
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- trigger: "unrealgdkbuild-ci"
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label: "testgyms-ci-4.25"
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async: false
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build:
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branch: *ci_version
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message: "testgyms-4.25 ${BUILDKITE_MESSAGE}"
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env:
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BUILD_TYPE: "GDK"
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GDK_BRANCH: "${GDK_BRANCH:-0.13.0}" # NOTE: temp fix for new ci release interop issues
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ENGINE_BRANCH: "${ENGINE_BRANCH_425:-4.25-SpatialOSUnrealGDK-0.13.0}" # NOTE: temp fix for new ci release interop issues
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ENGINE_MAJOR: "4.25"
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PROJECT_BRANCH: "${BUILDKITE_BRANCH}" # NOTE: temp fix for new ci release interop issues
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USE_FASTBUILD: "True"
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IS_BUILDKITE_BUILD: "True"
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BUILD_ANDROID: "False"
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SKIP_TESTS: "False"
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CLEAN_BUILD: "False"

DeployGame.bat

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@@ -14,7 +14,7 @@ set deploymentname=%gamename%%formatdate%
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cd spatial/
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spatial build build-config || goto :error
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spatial cloud upload %deploymentname% --force || goto :error
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spatial cloud launch %deploymentname% one_worker_test.json %deploymentname% --snapshot=snapshots/default.snapshot --cluster_region=eu --runtime_version=15.0.0 || goto :error
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spatial cloud launch %deploymentname% one_worker_test.json %deploymentname% --snapshot=snapshots/default.snapshot --cluster_region=eu --runtime_version=0.4.0 || goto :error
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spatial project deployment tags add %deploymentname% dev_login || goto :error
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echo Deployment succeeded.

Game/Config/DefaultEngine.ini

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@@ -21,6 +21,8 @@ WorldSettingsClassName=/Script/SpatialGDK.SpatialWorldSettings
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[Core.Log]
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LogSpatialOSActorChannel=Log
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LogAudio=Warn
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LogAudioMixer=Warn
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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GlobalDefaultGameMode=/Game/GameModes/GDKTestGymsGameMode.GDKTestGymsGameMode_C
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GlobalDefaultServerGameMode=None
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+GameModeClassAliases=(Name="LatencyTest",GameMode=/Game/Latency/LatencyGameMode.LatencyGameMode_C)
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+GameModeClassAliases=(Name="UptimeTest",GameMode=/Game/GameModes/UptimeGymGameMode.UptimeGymGameMode_C)

Game/Config/DefaultGame.ini

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ProjectID=15DF27B64C27005D381502A74985A40F
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ProjectName=Spatial GDK Template
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bSpatialNetworking=True
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CopyrightNotice=Copyright (c) Improbable Worlds Ltd, All Rights Reserved
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[/Script/UnrealEd.ProjectPackagingSettings]
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+DirectoriesToAlwaysCook=(Path="Spatial")
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+DirectoriesToAlwaysCook=(Path="/SpatialGDK/SpatialDebugger/")
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+DirectoriesToNeverCook=(Path="/Game/Actors/NeverCook")
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bCookAll=True
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[/Script/Engine.GameSession]
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MaxPlayers=1000
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MaxSpectators=1000
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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+GameplayCueNotifyPaths="/Game"

Game/Config/DefaultGameplayTags.ini

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@@ -8,7 +8,10 @@ InvalidTagCharacters="\"\',"
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NumBitsForContainerSize=6
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NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="food.eaten",DevComment="This food has been eaten")
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+GameplayTagList=(Tag="GameplayAbility.Counting",DevComment="")
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+GameplayTagList=(Tag="GameplayAbility.Trigger",DevComment="")
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+GameplayTagList=(Tag="GameplayCue",DevComment="")
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+GameplayTagList=(Tag="GameplayCue.Add",DevComment="")
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+GameplayTagList=(Tag="GameplayCue.Execute",DevComment="")
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+GameplayTagList=(Tag="GameplayCue.Add",DevComment="Used in a test gym, for cues added/removed by an effect with duration.")
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+GameplayTagList=(Tag="GameplayCue.Execute",DevComment="Used in a test gym, for cues executed by an instant effect")
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+GameplayTagList=(Tag="GameplayCue.Test.Add",DevComment="Used in PredictedGameplayCuesTest. DO NOT USE FOR ANY OTHER GAMEPLAY CUE, it will likely break the test.")
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+GameplayTagList=(Tag="GameplayCue.Test.Execute",DevComment="Used in PredictedGameplayCuesTest. DO NOT USE FOR ANY OTHER GAMEPLAY CUE, it will likely break the test.")

Game/Config/DefaultInput.ini

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+AxisMappings=(AxisName="LookUp", Key=MouseY, Scale=-1.f)
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+ActionMappings=(ActionName="ResetVR", Key=R)
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+ActionMappings=(ActionName="ResetVR",Key=MotionController_Left_Grip1,bShift=False,bCtrl=False,bAlt=False,bCmd=False)

Game/Config/DefaultSpatialGDKSettings.ini

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SpatialDebugger=BlueprintGeneratedClass'/Game/LoadBalancing/BP_VerboseSpatialDebugger.BP_VerboseSpatialDebugger_C'
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bEnableUnrealLoadBalancer=True
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LoadBalancingWorkerType=(WorkerTypeName="UnrealWorker")
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bRunSpatialWorkerConnectionOnGameThread=False
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bUseRPCRingBuffers=True
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DefaultRPCRingBufferSize=32
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RPCRingBufferSizeMap=()
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[/Script/UnrealEd.LevelEditorPlaySettings]
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PlayNumberOfClients=2
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[/Script/UnrealEd.EditorPerformanceSettings]
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bThrottleCPUWhenNotForeground=False
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[/Script/UnrealEd.LevelEditorPlaySettings]
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PlayNumberOfClients=1
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PlayNetMode=PIE_Client
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[/Script/EngineSettings.GeneralProjectSettings]
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bSpatialNetworking=True

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