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package: use CustomConfig instead of DNEConfigVariant #95

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57 changes: 43 additions & 14 deletions nimp/base_commands/package.py
Original file line number Diff line number Diff line change
Expand Up @@ -223,8 +223,12 @@ def run(self, env):
package_configuration.uat_logs_directory = package_configuration.engine_directory + '/Programs/AutomationTool/Saved/Logs'


env.use_ue_custom_config = env.unreal_version >= 5.3
if env.variant:
variant_configuration_directory = package_configuration.configuration_directory + '/Variants/Active'
if env.use_ue_custom_config:
variant_configuration_directory = package_configuration.configuration_directory + '/Custom/' + env.variant
else:
variant_configuration_directory = package_configuration.configuration_directory + '/Variants/Active'
if os.path.exists(variant_configuration_directory):
package_configuration.configuration_directory = variant_configuration_directory
variant_resource_directory = package_configuration.resource_directory + '/Variants/' + env.variant
Expand Down Expand Up @@ -363,15 +367,22 @@ def _setup_default_config_file(config_file):
if is_monorepo_behavior:
_try_remove(active_configuration_directory, False)
if should_configure_variant:
variant_configuration_directory = f'{project_directory}/Config/Variants/{env.variant}'
if env.use_ue_custom_config:
variant_configuration_directory = f'{project_directory}/Config/Custom/{env.variant}'
else:
variant_configuration_directory = f'{project_directory}/Config/Variants/{env.variant}'
if not os.path.exists(variant_configuration_directory):
raise FileNotFoundError(f"Variant not found : {variant_configuration_directory}")
logging.info(f'configuring variant {env.variant} in : {active_configuration_directory}')
shutil.copytree(variant_configuration_directory, active_configuration_directory, copy_function=shutil.copyfile)
configuration_directory = variant_configuration_directory
if not env.use_ue_custom_config:
logging.info('configuring variant %s in : %s', env.variant, active_configuration_directory)
shutil.copytree(variant_configuration_directory, active_configuration_directory, copy_function=shutil.copyfile)
configuration_directory = active_configuration_directory

# necessary for shader debug info in case no defaultEngine is present
_setup_default_config_file(f'{active_configuration_directory}/DefaultEngine.ini')
_setup_default_config_file(f'{active_configuration_directory}/DefaultGame.ini')
Package.write_project_revisions(env, active_configuration_directory)
_setup_default_config_file(f'{configuration_directory}/DefaultEngine.ini')
_setup_default_config_file(f'{configuration_directory}/DefaultGame.ini')
Package.write_project_revisions(env, configuration_directory)
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In the DNEVariant workflow, we're editing an active folder that's not perforced.
The CustomConfig folder will be perforced I think, so we'll need to perfroce edit/revert wrap before editing in this case.

More generally, beware that we're not editing something from the CustomConfig folder somewhere else in the packaging code without the perforce wrap.

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Duplicate of #95 (comment)?

if env.unreal_platform == 'PS5':
# UE only supports a single TitleConfiguration.json describing builds of the same package.
# To have DLCs in their own packages, we need to select the variant's one by copying it
Expand Down Expand Up @@ -412,12 +423,18 @@ def enumerate_unreal_configs(env):
# order matters: from deepest ini to broadest (deep<-variant<-platform<-game)
config_files_patterns = []
if hasattr(env, 'variant') and env.variant:
config_files_patterns.extend([
'{uproject_dir}/Config/Variants/Active/{cook_platform}/{cook_platform}Game.ini',
'{uproject_dir}/Config/Variants/{variant}/{cook_platform}/{cook_platform}Game.ini',
'{uproject_dir}/Config/Variants/Active/DefaultGame.ini',
'{uproject_dir}/Config/Variants/{variant}/DefaultGame.ini'
])
if env.use_ue_custom_config:
config_files_patterns.extend([
'{uproject_dir}/Config/{cook_platform}/Custom/{variant}/{cook_platform}Game.ini',
'{uproject_dir}/Config/Custom/{variant}/DefaultGame.ini'
])
else:
config_files_patterns.extend([
'{uproject_dir}/Config/Variants/Active/{cook_platform}/{cook_platform}Game.ini',
'{uproject_dir}/Config/Variants/{variant}/{cook_platform}/{cook_platform}Game.ini',
'{uproject_dir}/Config/Variants/Active/DefaultGame.ini',
'{uproject_dir}/Config/Variants/{variant}/DefaultGame.ini'
])
config_files_patterns.extend([
'{uproject_dir}/Platforms/{cook_platform}/Config/DefaultGame.ini',
'{uproject_dir}/Config/DefaultGame.ini',
Expand Down Expand Up @@ -694,7 +711,11 @@ def cook(env, package_configuration):
cook_command += shlex.split(option)

# Load the active variant
cook_command += [ '-DNEConfigVariant' ]
if env.variant:
if env.use_ue_custom_config:
cook_command += [ f'-CustomConfig={env.variant}' ]
else:
cook_command += [ '-DNEConfigVariant' ]

if package_configuration.shader_debug_info:
sdb_path = package_configuration.project_directory + '/Saved/ShaderDebugInfo/' + package_configuration.target_platform
Expand Down Expand Up @@ -790,6 +811,10 @@ def stage(env, package_configuration):
if env.is_dne_legacy_ue4:
stage_command += [ '-SkipPak' ]

if env.use_ue_custom_config:
if env.variant:
stage_command += [ f'-CustomConfig={env.variant}' ]

stage_success = nimp.sys.process.call(stage_command, dry_run=env.dry_run, heartbeat=60)
if stage_success != 0:
raise RuntimeError('Stage failed')
Expand Down Expand Up @@ -1280,6 +1305,10 @@ def package_with_uat(env, package_configuration):
if package_configuration.no_compile_packaging:
package_command += [ '-NoCompile' ]

if env.use_ue_custom_config:
if env.variant:
package_command += [ f'-CustomConfig={env.variant}' ]

for option in package_configuration.extra_options:
package_command += shlex.split(option)

Expand Down