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UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Linux/UEBuildLinux.cs

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
namespace UnrealBuildTool
{
class LinuxPlatformContext : UEBuildPlatformContext
{
public LinuxPlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.Linux, InProjectFile)
{
}
/// <summary>
/// The current architecture
/// </summary>
public override string GetActiveArchitecture()
{
return LinuxPlatform.DefaultArchitecture;
}
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663) #lockdown Nick.Penwarden Change 2777555 on 2015/11/23 by Antony.Carter Friend List Sub Menu restyling to new designs #RB Nicholas.Davies #TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling. Change 2777506 on 2015/11/23 by Andrew.Rodham Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused This addresses UE-23423 #tests Tested copy/paste inside and outside of sequencer #codereview Max.Chen #rb Max.Chen Change 2777505 on 2015/11/23 by Andrew.Rodham Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly This addresses UE-23450 #tests tested the repro steps on the bug #codereview Max.Chen #rb Max.Chen Change 2777489 on 2015/11/23 by Andrew.Rodham Sequencer: Workflow optimizations for spawnables - Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed - Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences - Fixed the root sequence instance being evaluated when there was a sub-sequence focused. - Selection states are now remembered for spawnable objects when they are destroyed/re-spawned #codereview Max.Chen #tests tested loks of object types as spawnables in PIE and in editor #rb Max.Chen Change 2777321 on 2015/11/23 by Terence.Burns Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass. #rb Dmitriy.Dyomin #Tests Run the RebuildLightmaps UAT script. Change 2777091 on 2015/11/22 by Andrew.Grant Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken. #rb none #tests Golden path in game, cooked content #codereview Nick.Penwarden, Michael.Noland Change 2777037 on 2015/11/22 by Laurent.Delayen Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675 #rb martin.wilson #codereview martin.wilson #tests Golden path (PIE) + compiled for PS4 Change 2777030 on 2015/11/22 by Sam.Zamani #online,externalui,ps4 - added footer option for closing the embedded web browser #rb none #tests exec command to try on ps4 Change 2777019 on 2015/11/22 by Marcus.Wassmer Possible fix for OR-9851 #rb none #test GoldenPath, PS4 #codereview Nick.Darnell,Matt.Kuhlenschmidt Change 2776932 on 2015/11/22 by Max.Chen Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree. #RB none #tests Select an actor that Sequencer doesn't control and it shouldn't deselect. Change 2776900 on 2015/11/21 by Marcus.Wassmer HighQuality particle lights. #rb Brian.Karis #test GoldenPath, HQ Particles w/wo ShadowCasting. #codereview Olaf.Piesche, Simon.Tovey, Tim.Elek Change 2776868 on 2015/11/21 by Brian.Karis Reduced temporal aa responsiveness back where it was. Change 2776867 on 2015/11/21 by Brian.Karis Removed shading terminator bias meant for shadow map acne but it made character faces look worse. Change 2776840 on 2015/11/21 by Brian.Karis Hair indirect lighting implemented. Improvements to hair shading model. No longer uses backlit parameter. #rb marcus.wassmer #tests editor Change 2776748 on 2015/11/21 by Max.Preussner Sequencer: Continued to implement track label editor Note: still disabled, because there are a couple remaining issues #codereview: max.chen #rb: max.chen #test: Editor, Runtime Change 2776493 on 2015/11/20 by Max.Preussner Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section #codereview: max.chen #rb: max.chen
2015-11-24 16:45:24 -05:00
/// <summary>
/// Get name for architecture-specific directories (can be shorter than architecture name itself)
/// </summary>
public override string GetActiveArchitectureFolderName()
{
// shorten the string (heuristically)
string Arch = GetActiveArchitecture();
uint Sum = 0;
int Len = Arch.Length;
for (int Index = 0; Index < Len; ++Index)
{
Sum += (uint)(Arch[Index]);
Sum <<= 1; // allowed to overflow
}
return Sum.ToString("X");
}
/// <summary>
/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
{
bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
if (!UEBuildConfiguration.bBuildRequiresCookedData)
{
if (ModuleName == "TargetPlatform")
{
bBuildShaderFormats = true;
}
}
// allow standalone tools to use target platform modules, without needing Engine
if (ModuleName == "TargetPlatform")
{
if (UEBuildConfiguration.bForceBuildTargetPlatforms)
{
Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("AllDesktopTargetPlatform");
}
if (bBuildShaderFormats)
{
// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
}
}
}
/// <summary>
/// Gives the platform a chance to 'override' the configuration settings
/// that are overridden on calls to RunUBT.
/// </summary>
/// <param name="Configuration"> The UnrealTargetConfiguration being built</param>
public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration)
{
ValidateUEBuildConfiguration();
}
/// <summary>
/// Validate configuration for this platform
/// NOTE: This function can/will modify BuildConfiguration!
/// </summary>
/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
{
UEBuildConfiguration.bCompileSimplygon = false;
}
/// <summary>
/// Validate the UEBuildConfiguration for this platform
/// This is called BEFORE calling UEBuildConfiguration to allow setting
/// various fields used in that function such as CompileLeanAndMean...
/// </summary>
public override void ValidateUEBuildConfiguration()
{
if (ProjectFileGenerator.bGenerateProjectFiles && !ProjectFileGenerator.bGeneratingRocketProjectFiles)
{
// When generating non-Rocket project files we need intellisense generator to include info from all modules,
// including editor-only third party libs
UEBuildConfiguration.bCompileLeanAndMeanUE = false;
}
BuildConfiguration.bUseUnityBuild = true;
// Don't stop compilation at first error...
BuildConfiguration.bStopXGECompilationAfterErrors = true;
BuildConfiguration.bUseSharedPCHs = false;
}
/// <summary>
/// Setup the target environment for building
/// </summary>
/// <param name="InBuildTarget"> The target being built</param>
public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_LINUX=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("LINUX=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0"); //@todo linux: valid?
if (GetActiveArchitecture().StartsWith("arm"))
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
}
// link with Linux libraries.
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("pthread");
// Disable Simplygon support if compiling against the NULL RHI.
if (InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Contains("USE_NULL_RHI=1"))
{
UEBuildConfiguration.bCompileSimplygon = false;
}
if (InBuildTarget.TargetType == TargetRules.TargetType.Server)
{
// Localization shouldn't be needed on servers by default, and ICU is pretty heavy
UEBuildConfiguration.bCompileICU = false;
}
}
/// <summary>
/// Whether this platform should create debug information or not
/// </summary>
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
/// <returns>bool true if debug info should be generated, false if not</returns>
public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration)
{
switch (Configuration)
{
case UnrealTargetConfiguration.Development:
case UnrealTargetConfiguration.Shipping:
case UnrealTargetConfiguration.Test:
case UnrealTargetConfiguration.Debug:
default:
return true;
};
}
/// <summary>
/// Creates a toolchain instance for the given platform.
/// </summary>
/// <param name="Platform">The platform to create a toolchain for</param>
/// <returns>New toolchain instance.</returns>
public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
{
return new LinuxToolChain(this);
}
/// <summary>
/// Create a build deployment handler
/// </summary>
/// <param name="ProjectFile">The project file of the target being deployed. Used to find any deployment specific settings.</param>
/// <param name="DeploymentHandler">The output deployment handler</param>
/// <returns>True if the platform requires a deployment handler, false otherwise</returns>
public override UEBuildDeploy CreateDeploymentHandler()
{
return null;
}
}
class LinuxPlatform : UEBuildPlatform
{
/// <summary>
/// Linux architecture (compiler target triplet)
/// </summary>
// FIXME: for now switching between architectures is hard-coded
public const string DefaultArchitecture = "x86_64-unknown-linux-gnu";
//static private string DefaultArchitecture = "arm-unknown-linux-gnueabihf";
LinuxPlatformSDK SDK;
/// <summary>
/// Constructor
/// </summary>
public LinuxPlatform(LinuxPlatformSDK InSDK) : base(UnrealTargetPlatform.Linux, CPPTargetPlatform.Linux)
{
SDK = InSDK;
}
/// <summary>
/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
/// </summary>
public override SDKStatus HasRequiredSDKsInstalled()
{
return SDK.HasRequiredSDKsInstalled();
}
/// <summary>
/// Allows the platform to override whether the architecture name should be appended to the name of binaries.
/// </summary>
/// <returns>True if the architecture name should be appended to the binary</returns>
public override bool RequiresArchitectureSuffix()
{
// Linux ignores architecture-specific names, although it might be worth it to prepend architecture
return false;
}
public override bool CanUseXGE()
{
// [RCL] 2015-08-04 FIXME: modular (cross-)builds (e.g. editor, UT server) fail with XGE as FixDeps step apparently depends on artifacts (object files) which aren't listed among its prerequisites.
return false;
}
/// <summary>
/// Get the extension to use for the given binary type
/// </summary>
/// <param name="InBinaryType"> The binary type being built</param>
/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".so";
case UEBuildBinaryType.Executable:
return "";
case UEBuildBinaryType.StaticLibrary:
return ".a";
case UEBuildBinaryType.Object:
return ".o";
case UEBuildBinaryType.PrecompiledHeader:
return ".gch";
}
return base.GetBinaryExtension(InBinaryType);
}
/// <summary>
/// Get the extension to use for debug info for the given binary type
/// </summary>
/// <param name="InBinaryType"> The binary type being built</param>
/// <returns>string The debug info extension (i.e. 'pdb')</returns>
public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
{
return "";
}
/// <summary>
/// Whether PDB files should be used
/// </summary>
/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
/// <returns>bool true if PDB files should be used, false if not</returns>
public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
{
return true;
}
/// <summary>
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
{
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
{
if (!UEBuildConfiguration.bBuildRequiresCookedData)
{
if (ModuleName == "Engine")
{
if (UEBuildConfiguration.bBuildDeveloperTools)
{
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
}
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if (UEBuildConfiguration.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform")
{
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
}
}
}
/// <summary>
/// Creates a context for the given project on the current platform.
/// </summary>
/// <param name="ProjectFile">The project file for the current target</param>
/// <returns>New platform context object</returns>
public override UEBuildPlatformContext CreateContext(FileReference ProjectFile)
{
return new LinuxPlatformContext(ProjectFile);
}
}
class LinuxPlatformSDK : UEBuildPlatformSDK
{
/// <summary>
/// This is the SDK version we support
/// </summary>
static private Dictionary<string, string> ExpectedSDKVersions = new Dictionary<string, string>()
{
{ "x86_64-unknown-linux-gnu", "v6_clang-3.6.0_ld-2.24_glibc-2.12.2" },
{ "arm-unknown-linux-gnueabihf", "arm-unknown-linux-gnueabihf_v5_clang-3.5.0-ld-2.23.1-glibc-2.13" },
};
/// <summary>
/// Platform name (embeds architecture for now)
/// </summary>
static private string TargetPlatformName = "Linux_x64";
/// <summary>
/// Whether platform supports switching SDKs during runtime
/// </summary>
/// <returns>true if supports</returns>
protected override bool PlatformSupportsAutoSDKs()
{
return true;
}
/// <summary>
/// Returns platform-specific name used in SDK repository
/// </summary>
/// <returns>path to SDK Repository</returns>
public override string GetSDKTargetPlatformName()
{
return TargetPlatformName;
}
/// <summary>
/// Returns SDK string as required by the platform
/// </summary>
/// <returns>Valid SDK string</returns>
protected override string GetRequiredSDKString()
{
string SDKString;
if (!ExpectedSDKVersions.TryGetValue(LinuxPlatform.DefaultArchitecture, out SDKString))
{
throw new BuildException("LinuxPlatform::GetRequiredSDKString: no toolchain set up for architecture '{0}'", LinuxPlatform.DefaultArchitecture);
}
return SDKString;
}
protected override String GetRequiredScriptVersionString()
{
return "3.0";
}
protected override bool PreferAutoSDK()
{
// having LINUX_ROOT set (for legacy reasons or for convenience of cross-compiling certain third party libs) should not make UBT skip AutoSDKs
return true;
}
/// <summary>
/// Whether the required external SDKs are installed for this platform
/// </summary>
protected override SDKStatus HasRequiredManualSDKInternal()
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
return SDKStatus.Valid;
}
string BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
// we don't have an LINUX_ROOT specified
if (String.IsNullOrEmpty(BaseLinuxPath))
return SDKStatus.Invalid;
// paths to our toolchains
BaseLinuxPath = BaseLinuxPath.Replace("\"", "");
string ClangPath = Path.Combine(BaseLinuxPath, @"bin\Clang++.exe");
if (File.Exists(ClangPath))
return SDKStatus.Valid;
return SDKStatus.Invalid;
}
}
class LinuxPlatformFactory : UEBuildPlatformFactory
{
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
protected override UnrealTargetPlatform TargetPlatform
{
get { return UnrealTargetPlatform.Linux; }
}
/// <summary>
/// Register the platform with the UEBuildPlatform class
/// </summary>
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
protected override void RegisterBuildPlatforms()
{
LinuxPlatformSDK SDK = new LinuxPlatformSDK();
SDK.ManageAndValidateSDK();
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
bool bRegisterBuildPlatform = true;
string EngineSourcePath = Path.Combine(ProjectFileGenerator.RootRelativePath, "Engine", "Source");
string LinuxTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");
if (File.Exists(LinuxTargetPlatformFile) == false)
{
bRegisterBuildPlatform = false;
}
if (bRegisterBuildPlatform == true)
{
// Register this build platform for Linux
if (BuildConfiguration.bPrintDebugInfo)
{
Console.WriteLine(" Registering for {0}", UnrealTargetPlatform.Linux.ToString());
}
UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK));
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
}
}
}
}
}