You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Check if the platform's ini name is valid (not empty) before trying to load the target platform module.
If the platform's ini name is empty and it drops down to using [IniName]+TargetPlatform it will try to recursively load TargetPlatform. This can happen in cases where the AllDesktopTargetPlatform module is not available. #rb david.harvey #jira UE-86383 #lockdown nick.penwarden #ROBOMERGE-SOURCE: CL 10928127 in //UE4/Release-4.24/... #ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v626-10872990) [CL 10928128 by anthony bills in Main branch]
This commit is contained in:
@@ -694,6 +694,7 @@ protected:
|
||||
// that returns multiple TargetPlatforms. we try single first, then full platform
|
||||
FName FullPlatformModuleName = *(PlatInfo.IniPlatformName + TEXT("TargetPlatform"));
|
||||
FName SingleTargetPlatformModuleName = *(PlatInfo.TargetPlatformName.ToString() + TEXT("TargetPlatform"));
|
||||
bool bFullPlatformModuleNameIsValid = !PlatInfo.IniPlatformName.IsEmpty();
|
||||
|
||||
ITargetPlatformModule* Module = nullptr;
|
||||
|
||||
@@ -701,7 +702,7 @@ protected:
|
||||
{
|
||||
Module = FModuleManager::LoadModulePtr<ITargetPlatformModule>(SingleTargetPlatformModuleName);
|
||||
}
|
||||
else if (FModuleManager::Get().ModuleExists(*FullPlatformModuleName.ToString()))
|
||||
else if (bFullPlatformModuleNameIsValid && FModuleManager::Get().ModuleExists(*FullPlatformModuleName.ToString()))
|
||||
{
|
||||
Module = FModuleManager::LoadModulePtr<ITargetPlatformModule>(FullPlatformModuleName);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user