Some command line arguments are now passed on to the target creation (visual studio version specifically). This fixes issues were overriding the visual studio version from command line would not be used in targets, resulting in errors when option like setting the compiler version were also used.

Reported in UDN:
https://udn.unrealengine.com/questions/528859/view.html

Also fixed so that HololensTarget is actually getting configured from setting sources, including command line and BuildConfiguration.xml which I added attributes for to match how Windows targets can be configured.

#rb ben.marsh

[CL 9866335 by Joakim Lindqvist in Dev-Build branch]
This commit is contained in:
Joakim Lindqvist
2019-10-28 04:53:02 -04:00
parent c66c4c29b7
commit 3a8b293b1e
7 changed files with 38 additions and 15 deletions

View File

@@ -1,4 +1,5 @@
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using Microsoft.Win32;
namespace UnrealBuildTool.Rules
@@ -28,12 +29,18 @@ namespace UnrealBuildTool.Rules
string DTEKey = null;
switch (Target.WindowsPlatform.Compiler)
{
case WindowsCompiler.VisualStudio2019:
DTEKey = "VisualStudio.DTE.16.0";
break;
case WindowsCompiler.VisualStudio2017:
DTEKey = "VisualStudio.DTE.15.0";
break;
case WindowsCompiler.VisualStudio2015_DEPRECATED:
DTEKey = "VisualStudio.DTE.14.0";
break;
default:
throw new Exception("Unknown visual studio version when mapping to DTEKey: " +
Target.WindowsPlatform.Compiler.ToString());
}
bHasVisualStudioDTE = RegistryKey.OpenBaseKey(RegistryHive.ClassesRoot, RegistryView.Registry32).OpenSubKey(DTEKey) != null;
}