diff --git a/Engine/Platforms/XXX/Source/Programs/UnrealBuildTool/UEBuildXXX.cs b/Engine/Platforms/XXX/Source/Programs/UnrealBuildTool/UEBuildXXX.cs index 325827005054..6922796722fb 100644 --- a/Engine/Platforms/XXX/Source/Programs/UnrealBuildTool/UEBuildXXX.cs +++ b/Engine/Platforms/XXX/Source/Programs/UnrealBuildTool/UEBuildXXX.cs @@ -57,7 +57,7 @@ namespace UnrealBuildTool { this.Inner = Inner; - UnrealPlatformGroup Group = UnrealPlatformGroup.Android; + //UnrealPlatformGroup Group = UnrealPlatformGroup.Android; } } @@ -445,4 +445,4 @@ class XXXPlatformFactory : UEBuildPlatformFactory UEBuildPlatform.RegisterBuildPlatform(new XXXPlatform(SDK)); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.XXX, UnrealPlatformGroup.Fake); } -} \ No newline at end of file +} diff --git a/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildModuleCPP.cs b/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildModuleCPP.cs index 412c74e2e4d4..4c0428ad3734 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildModuleCPP.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildModuleCPP.cs @@ -267,7 +267,7 @@ namespace UnrealBuildTool // UEBuildModule interface. public override List Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, FileReference SingleFileToCompile, ISourceFileWorkingSet WorkingSet, IActionGraphBuilder Graph) { - UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(BinaryCompileEnvironment.Platform); + //UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(BinaryCompileEnvironment.Platform); List LinkInputFiles = base.Compile(Target, ToolChain, BinaryCompileEnvironment, SingleFileToCompile, WorkingSet, Graph); diff --git a/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs b/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs index c73a306a6eac..be6390591328 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs @@ -3198,7 +3198,7 @@ namespace UnrealBuildTool string PluginReferenceChain = String.Format("{0} -> {1}", ReferenceChain, Info.File.GetFileName()); // Create modules for this plugin - UEBuildBinaryType BinaryType = ShouldCompileMonolithic() ? UEBuildBinaryType.StaticLibrary : UEBuildBinaryType.DynamicLinkLibrary; + //UEBuildBinaryType BinaryType = ShouldCompileMonolithic() ? UEBuildBinaryType.StaticLibrary : UEBuildBinaryType.DynamicLinkLibrary; if (Info.Descriptor.Modules != null) { foreach (ModuleDescriptor ModuleInfo in Info.Descriptor.Modules) diff --git a/Engine/Source/Programs/UnrealBuildTool/Executors/SNDBS.cs b/Engine/Source/Programs/UnrealBuildTool/Executors/SNDBS.cs index 04c5a744f506..f7896eec6836 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Executors/SNDBS.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Executors/SNDBS.cs @@ -312,16 +312,16 @@ namespace UnrealBuildTool NewProcess.WaitForExit(); - TimeSpan Duration; - DateTimeOffset EndTime = DateTimeOffset.Now; - if (EndTime == DateTimeOffset.MinValue) - { - Duration = DateTimeOffset.Now - StartTime; - } - else - { - Duration = EndTime - StartTime; - } + //TimeSpan Duration; + //DateTimeOffset EndTime = DateTimeOffset.Now; + //if (EndTime == DateTimeOffset.MinValue) + //{ + // Duration = DateTimeOffset.Now - StartTime; + //} + //else + //{ + // Duration = EndTime - StartTime; + //} DummyActionThread.bComplete = true; int ExitCode = NewProcess.ExitCode; diff --git a/Engine/Source/Programs/UnrealBuildTool/Executors/XGE.cs b/Engine/Source/Programs/UnrealBuildTool/Executors/XGE.cs index d39a2f666079..78b60f911853 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Executors/XGE.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Executors/XGE.cs @@ -139,7 +139,7 @@ namespace UnrealBuildTool } // precompile the Regex needed to parse the XGE output (the ones we want are of the form "File (Duration at +time)" - private static Regex XGEDurationRegex = new Regex(@"(?.*) *\((?[0-9:\.]+) at [0-9\+:\.]+\)", RegexOptions.ExplicitCapture); + //private static Regex XGEDurationRegex = new Regex(@"(?.*) *\((?[0-9:\.]+) at [0-9\+:\.]+\)", RegexOptions.ExplicitCapture); public static void ExportActions(List ActionsToExecute) { diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidAARHandler.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidAARHandler.cs index 367f54569b94..ee0c65b26783 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidAARHandler.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidAARHandler.cs @@ -514,7 +514,7 @@ namespace UnrealBuildTool if (!File.Exists(TargetManifestFileName)) { Log.TraceInformation("Extracting AAR {0}", BaseName); - IEnumerable FileNames = UnzipFiles(Entry.Filename + ".aar", TargetPath); + /*IEnumerable FileNames =*/ UnzipFiles(Entry.Filename + ".aar", TargetPath); // Must have a src directory (even if empty) string SrcDirectory = Path.Combine(TargetPath, "src"); diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidToolChain.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidToolChain.cs index a603fa9bcb31..5169b7552f25 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidToolChain.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidToolChain.cs @@ -134,7 +134,7 @@ namespace UnrealBuildTool int RevisionNum = ToolchainInt / 10000; int RevisionMinor = ToolchainInt - (RevisionNum * 10000); int RevisionLetterNum = RevisionMinor / 100; - int RevisionBeta = RevisionMinor - (RevisionLetterNum * 100); + //int RevisionBeta = RevisionMinor - (RevisionLetterNum * 100); char RevisionLetter = Convert.ToChar('a' + RevisionLetterNum - 1); return "r" + RevisionNum + (RevisionLetterNum > 1 ? Char.ToString(RevisionLetter) : ""); @@ -314,12 +314,12 @@ namespace UnrealBuildTool // NDK setup (use no less than 21 for 64-bit targets) int NDKApiLevel32Int = GetNdkApiLevelInt(); int NDKApiLevel64Int = NDKApiLevel32Int; - string NDKApiLevel32Bit = GetNdkApiLevel(); - string NDKApiLevel64Bit = NDKApiLevel32Bit; + //string NDKApiLevel32Bit = GetNdkApiLevel(); + //string NDKApiLevel64Bit = NDKApiLevel32Bit; if (NDKApiLevel64Int < 21) { NDKApiLevel64Int = 21; - NDKApiLevel64Bit = "android-21"; + //NDKApiLevel64Bit = "android-21"; } string GCCToolchainPath = Path.Combine(NDKPath, "toolchains", "llvm", ArchitecturePath); @@ -1294,7 +1294,7 @@ namespace UnrealBuildTool //string NDKRoot = Environment.GetEnvironmentVariable("NDKROOT").Replace("\\", "/"); string BasePCHName = ""; - UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(CompileEnvironment.Platform); + //UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(CompileEnvironment.Platform); string PCHExtension = ".gch"; if (CompileEnvironment.PrecompiledHeaderAction == PrecompiledHeaderAction.Include) { diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEDeployAndroid.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEDeployAndroid.cs index 3b1c74542f7e..b7a910b4c1f0 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEDeployAndroid.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEDeployAndroid.cs @@ -837,7 +837,7 @@ namespace UnrealBuildTool if (bUseChangeListAsStoreVersion && IsBuildMachine) { // make sure changelist is cached - string EngineVersion = ReadEngineVersion(); + //string EngineVersion = ReadEngineVersion(); int Changelist = 0; if (int.TryParse(EngineChangelist, out Changelist)) @@ -3140,6 +3140,7 @@ namespace UnrealBuildTool { if (!bSkipGradleBuild) { + /* IEnumerable> TargetList = null; TargetList = from Arch in Arches @@ -3149,7 +3150,6 @@ namespace UnrealBuildTool string DestApkDirectory = Path.Combine(ProjectDirectory, "Binaries/Android"); string ApkFilename = Path.GetFileNameWithoutExtension(OutputPath).Replace("UE4Game", ProjectName); - /* foreach (Tuple target in TargetList) { string Arch = target.Item1; @@ -3181,7 +3181,7 @@ namespace UnrealBuildTool } // make sure it is cached - string EngineVersion = ReadEngineVersion(); + //string EngineVersion = ReadEngineVersion(); SetMinimumSDKLevelForGradle(); @@ -3204,8 +3204,8 @@ namespace UnrealBuildTool string BuildToolsVersion = GetBuildToolsVersion(); // cache some tools paths - string NDKBuildPath = Environment.ExpandEnvironmentVariables("%NDKROOT%/ndk-build" + (Utils.IsRunningOnMono ? "" : ".cmd")); - bool HasNDKPath = File.Exists(NDKBuildPath); + //string NDKBuildPath = Environment.ExpandEnvironmentVariables("%NDKROOT%/ndk-build" + (Utils.IsRunningOnMono ? "" : ".cmd")); + //bool HasNDKPath = File.Exists(NDKBuildPath); // set up some directory info string IntermediateAndroidPath = Path.Combine(ProjectDirectory, "Intermediate", "Android"); @@ -3676,7 +3676,7 @@ namespace UnrealBuildTool string[] CompileSDKLines = CompileSDKMin.Split(new[] { "\r\n", "\r", "\n" }, StringSplitOptions.None); foreach (string CompileLine in CompileSDKLines) { - string VersionString = CompileLine.Replace("android-", ""); + //string VersionString = CompileLine.Replace("android-", ""); int VersionInt; if (int.TryParse(CompileLine, out VersionInt)) { diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/HoloLensDeploy.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/HoloLensDeploy.cs index 4057201abac6..18b78a095493 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/HoloLensDeploy.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/HoloLensDeploy.cs @@ -15,8 +15,8 @@ namespace UnrealBuildTool /// class HoloLensDeploy : UEBuildDeploy { - private FileReference MakeAppXPath; - private FileReference SignToolPath; + //private FileReference MakeAppXPath; + //private FileReference SignToolPath; /// /// Utility function to delete a file @@ -102,7 +102,7 @@ namespace UnrealBuildTool if (FilesInSource.Contains(DestFilename.ToUpperInvariant()) == false) { Log.TraceInformation("Destination file does not exist in Source - DELETING: {0}", DestFile); - FileAttributes attributes = File.GetAttributes(DestFile); + //FileAttributes attributes = File.GetAttributes(DestFile); try { DeployHelper_DeleteFile(DestFile); @@ -204,8 +204,8 @@ namespace UnrealBuildTool ConfigDirRef = new DirectoryReference(UnrealBuildTool.GetRemoteIniPath()); } - MakeAppXPath = HoloLensExports.GetWindowsSdkToolPath("makeappx.exe"); - SignToolPath = HoloLensExports.GetWindowsSdkToolPath("signtool.exe"); + //MakeAppXPath = HoloLensExports.GetWindowsSdkToolPath("makeappx.exe"); + //SignToolPath = HoloLensExports.GetWindowsSdkToolPath("signtool.exe"); return true; } diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/HoloLensProjectGenerator.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/HoloLensProjectGenerator.cs index 0d60fb9d750a..fae9c7ddc012 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/HoloLensProjectGenerator.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/HoloLensProjectGenerator.cs @@ -101,14 +101,14 @@ namespace UnrealBuildTool // Default to latest supported version. Game projects can override this later. // Because this property is only required for VS2017 we can safely say that's the compiler version (whether that's actually true // or not) - string SDKFolder = ""; + //string SDKFolder = ""; string SDKVersion = ""; DirectoryReference folder; VersionNumber version; if(WindowsPlatform.TryGetWindowsSdkDir("Latest", out version, out folder)) { - SDKFolder = folder.FullName; + //SDKFolder = folder.FullName; SDKVersion = version.ToString(); } diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/ManifestGenerator.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/ManifestGenerator.cs index 3bcf905fe8d7..0bcdd87ef50c 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/ManifestGenerator.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/ManifestGenerator.cs @@ -31,7 +31,7 @@ namespace UnrealBuildTool // Manifest configuration values/paths private List WinMDReferences; - private UnrealTargetPlatform Platform; + //private UnrealTargetPlatform Platform; private WindowsArchitecture Architecture; private string TargetSettings; private string BuildResourceProjectRelativePath; @@ -653,7 +653,7 @@ namespace UnrealBuildTool bool iniUpdated = false; List projectIniFilePaths = new List(); - List Files = new List(); + //List Files = new List(); foreach (FileReference IniFileName in ConfigHierarchy.EnumerateConfigFileLocations(ConfigHierarchyType.Game, IniDirRef, TargetPlatform)) { // If ini file does not exist, or is not in the project directory, move on to the next one. @@ -761,7 +761,7 @@ namespace UnrealBuildTool ManifestRelatedFilePaths = new List(); WinMDReferences = ((InWinMDReferences == null) ? new List() : new List(InWinMDReferences)); - Platform = TargetPlatform; + //Platform = TargetPlatform; Architecture = TargetArchitecture; TargetSettings = "/Script/HoloLensPlatformEditor.HoloLensTargetSettings"; BuildResourceProjectRelativePath = "Build\\HoloLens"; @@ -1132,7 +1132,7 @@ namespace UnrealBuildTool ManifestRelatedFilePaths = new List(); WinMDReferences = new List(); - Platform = TargetPlatform; + //Platform = TargetPlatform; TargetSettings = "/Script/HoloLensPlatformEditor.HoloLensTargetSettings"; BuildResourceProjectRelativePath = "Build\\HoloLens"; BuildResourceSubPath = "AssetsResources"; @@ -1682,7 +1682,7 @@ namespace UnrealBuildTool { for (int i = 0; i < CulturesToStage.Count; ++i) { - string ValueToWrite = string.Empty; + //string ValueToWrite = string.Empty; if (!IniLocalizedValues.ContainsKey(CulturesToStage[i])) { PerCultureResourceWriters[i].AddResource(ResourceEntryName, NeutralValue); diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/UEBuildHoloLens.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/UEBuildHoloLens.cs index 99696ed6eda1..143189f9bd8e 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/UEBuildHoloLens.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/HoloLens/UEBuildHoloLens.cs @@ -390,7 +390,7 @@ namespace UnrealBuildTool if (DirectoryReference.Exists(ReferenceDir)) { // Prefer a contract from a suitable SDK-versioned subdir of the references folder when available (starts with 15063 SDK) - Version WindowsSDKVersionMaxForToolchain = Compiler < WindowsCompiler.VisualStudio2017 ? HoloLens.MaximumSDKVersionForVS2015 : null; + //Version WindowsSDKVersionMaxForToolchain = Compiler < WindowsCompiler.VisualStudio2017 ? HoloLens.MaximumSDKVersionForVS2015 : null; DirectoryReference SDKVersionedReferenceDir = DirectoryReference.Combine(ReferenceDir, SDKVersion.ToString()); DirectoryReference ContractDir = DirectoryReference.Combine(SDKVersionedReferenceDir, ApiContract); Version ContractLatestVersion = null; @@ -752,8 +752,8 @@ namespace UnrealBuildTool class HoloLensPlatformSDK : UEBuildPlatformSDK { static bool bIsInstalled = false; - static string LatestVersionString = string.Empty; - static string InstallLocation = string.Empty; + //static string LatestVersionString = string.Empty; + //static string InstallLocation = string.Empty; static HoloLensPlatformSDK() { @@ -776,8 +776,8 @@ namespace UnrealBuildTool if (Result != null) { bIsInstalled = true; - InstallLocation = (string)Result; - LatestVersionString = Microsoft.Win32.Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\" + Version, "ProductVersion", null) as string; + //InstallLocation = (string)Result; + //LatestVersionString = Microsoft.Win32.Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\" + Version, "ProductVersion", null) as string; break; } } diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/IOSToolChain.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/IOSToolChain.cs index ba9e4419a617..3a8f0f19e233 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/IOSToolChain.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/IOSToolChain.cs @@ -1593,7 +1593,7 @@ namespace UnrealBuildTool string FabricPath = UnrealBuildTool.EngineDirectory + "/Intermediate/UnzippedFrameworks/Crashlytics/Fabric.embeddedframework"; if (Directory.Exists(FabricPath) && Environment.GetEnvironmentVariable("IsBuildMachine") == "1") { - string PlistFile = ProjectDir + "/Intermediate/IOS/" + ProjectName + "-Info.plist"; + //string PlistFile = ProjectDir + "/Intermediate/IOS/" + ProjectName + "-Info.plist"; Process FabricProcess = new Process(); FabricProcess.StartInfo.WorkingDirectory = Path.GetDirectoryName(DsymZip); FabricProcess.StartInfo.FileName = "/bin/sh"; @@ -2083,7 +2083,7 @@ namespace UnrealBuildTool foreach (KeyValuePair Pair in Target.FrameworkNameToSourceDir) { - string UnpackedZipPath = Pair.Value.FullName; + //string UnpackedZipPath = Pair.Value.FullName; // For now, this is hard coded, but we need to loop over all modules, and copy bundled assets that need it string LocalDest = LocalFrameworkAssets + "/" + Pair.Key; diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/UEDeployIOS.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/UEDeployIOS.cs index 5ce7e71d2cd9..76d65da73673 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/UEDeployIOS.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/UEDeployIOS.cs @@ -315,7 +315,7 @@ namespace UnrealBuildTool RequiredCaps += "\t\t" + Arches[0] + "\n"; } - ConfigHierarchy GameIni = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, DirRef, UnrealTargetPlatform.IOS); + //ConfigHierarchy GameIni = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, DirRef, UnrealTargetPlatform.IOS); Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsMetal", out bSupported); RequiredCaps += bSupported ? "\t\tmetal\n" : ""; @@ -837,7 +837,7 @@ namespace UnrealBuildTool public virtual bool GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, string ProjectDirectory, bool bIsUE4Game, string GameName, bool bIsClient, string ProjectName, string InEngineDir, string AppDirectory, List UPLScripts, VersionNumber SdkVersion, string BundleID, bool bBuildAsFramework, out bool bSupportsPortrait, out bool bSupportsLandscape, out bool bSkipIcons) { // remember name with -IOS-Shipping, etc - string ExeName = GameName; + // string ExeName = GameName; // strip out the markup GameName = GameName.Split("-".ToCharArray())[0]; diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Linux/LinuxToolChain.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Linux/LinuxToolChain.cs index 80262a013340..1d80e581ca50 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/Linux/LinuxToolChain.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Linux/LinuxToolChain.cs @@ -1269,7 +1269,7 @@ namespace UnrealBuildTool string Arguments = GetCLArguments_Global(CompileEnvironment); string PCHArguments = ""; - var BuildPlatform = UEBuildPlatform.GetBuildPlatform(CompileEnvironment.Platform); + //var BuildPlatform = UEBuildPlatform.GetBuildPlatform(CompileEnvironment.Platform); if (!bHasPrintedBuildDetails) { diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Lumin/LuminToolChain.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Lumin/LuminToolChain.cs index b8cf14e2080d..7ffa1dfa9a0a 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/Lumin/LuminToolChain.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Lumin/LuminToolChain.cs @@ -13,12 +13,12 @@ namespace UnrealBuildTool { class LuminToolChain : AndroidToolChain { - static private Dictionary AllArchNames = new Dictionary { - { "-armv7", new string[] { "armv7", "armeabi-v7a", "android-kk-egl-t124-a32" } }, - { "-arm64", new string[] { "arm64", "arm64-v8a", "android-L-egl-t132-a64" } }, - }; + //static private Dictionary AllArchNames = new Dictionary { + // { "-armv7", new string[] { "armv7", "armeabi-v7a", "android-kk-egl-t124-a32" } }, + // { "-arm64", new string[] { "arm64", "arm64-v8a", "android-L-egl-t132-a64" } }, + //}; - static private string[] LibrariesToSkip = new string[] { "nvToolsExt", "nvToolsExtStub", "oculus", "vrapi", "ovrkernel", "systemutils", "openglloader", "gpg", }; + //static private string[] LibrariesToSkip = new string[] { "nvToolsExt", "nvToolsExtStub", "oculus", "vrapi", "ovrkernel", "systemutils", "openglloader", "gpg", }; private List AdditionalGPUArches; @@ -91,7 +91,7 @@ namespace UnrealBuildTool throw new BuildException("Could not parse clang version from mabu spec '{0}'", MabuSpec); } - string ClangVersion = string.Format("{0}.{1}", SpecMatch.Groups[1].Value, SpecMatch.Groups[2].Value); + //string ClangVersion = string.Format("{0}.{1}", SpecMatch.Groups[1].Value, SpecMatch.Groups[2].Value); SetClangVersion(int.Parse(SpecMatch.Groups[1].Value), int.Parse(SpecMatch.Groups[2].Value), 0); diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/TVOS/UEDeployTVOS.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/TVOS/UEDeployTVOS.cs index 462c09a41e18..b178ec3a51b5 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/TVOS/UEDeployTVOS.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/TVOS/UEDeployTVOS.cs @@ -42,11 +42,11 @@ namespace UnrealBuildTool string OldPListData = File.Exists(PListFile) ? File.ReadAllText(PListFile) : ""; // determine if there is a launch.xib - string LaunchXib = InEngineDir + "/Build/IOS/Resources/Interface/LaunchScreen.xib"; - if (File.Exists(BuildDirectory + "/Resources/Interface/LaunchScreen.xib")) - { - LaunchXib = BuildDirectory + "/Resources/Interface/LaunchScreen.xib"; - } + //string LaunchXib = InEngineDir + "/Build/IOS/Resources/Interface/LaunchScreen.xib"; + //if (File.Exists(BuildDirectory + "/Resources/Interface/LaunchScreen.xib")) + //{ + // LaunchXib = BuildDirectory + "/Resources/Interface/LaunchScreen.xib"; + //} // get the settings from the ini file // plist replacements diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/PVSToolChain.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/PVSToolChain.cs index 4d2d87327424..d4856982b8a2 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/PVSToolChain.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/PVSToolChain.cs @@ -86,7 +86,7 @@ namespace UnrealBuildTool string[] Tokens = Line.Split(new string[] { "<#~>" }, StringSplitOptions.None); if(Tokens.Length >= 9) { - string Trial = Tokens[1]; + //string Trial = Tokens[1]; string LineNumberStr = Tokens[2]; string FileName = Tokens[3]; string WarningCode = Tokens[5]; diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/UEBuildWindows.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/UEBuildWindows.cs index a3c95f5ceb8f..eda1dce249a3 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/UEBuildWindows.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/UEBuildWindows.cs @@ -1710,7 +1710,7 @@ namespace UnrealBuildTool public static bool TryGetWindowsSdkDir(string DesiredVersion, out VersionNumber OutSdkVersion, out DirectoryReference OutSdkDir) { // Get a map of Windows SDK versions to their root directories - IReadOnlyDictionary WindowsSdkDirs = FindWindowsSdkDirs(); + //IReadOnlyDictionary WindowsSdkDirs = FindWindowsSdkDirs(); // Figure out which version number to look for VersionNumber WindowsSdkVersion = null; diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/VCToolChain.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/VCToolChain.cs index 63680cdc0d10..6865ed2baf8a 100644 --- a/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/VCToolChain.cs +++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/VCToolChain.cs @@ -1253,7 +1253,7 @@ namespace UnrealBuildTool { CompileAction.TimingFile = FileItem.GetItemByFileReference(FileReference.Combine(OutputDir, String.Format("{0}.timing.txt", SourceFile.Location.GetFileName()))); CompileAction.ProducedItems.Add(CompileAction.TimingFile); - Action ParseTimingInfoAction = GenerateParseTimingInfoAction(SourceFile, CompileAction, Result, Graph); + /*Action ParseTimingInfoAction = */GenerateParseTimingInfoAction(SourceFile, CompileAction, Result, Graph); CommandArguments.Add(string.Format("-timing={0}", Utils.MakePathSafeToUseWithCommandLine(CompileAction.TimingFile.Location))); } diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CMake/CMakefileGenerator.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CMake/CMakefileGenerator.cs index 7453f7f065ec..d46e46d5bab8 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CMake/CMakefileGenerator.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CMake/CMakefileGenerator.cs @@ -325,7 +325,7 @@ namespace UnrealBuildTool string ProjectHeadersFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectHeadersFileName).ToNormalizedPath(); string EngineSourcesFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeEngineSourcesFileName).ToNormalizedPath(); string ProjectSourcesFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectSourcesFileName).ToNormalizedPath(); - string ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectSourcesFileName).ToNormalizedPath(); + //string ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectSourcesFileName).ToNormalizedPath(); string IncludeFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeIncludesFileName).ToNormalizedPath(); string EngineConfigsFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeEngineConfigsFileName).ToNormalizedPath(); string ProjectConfigsFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectConfigsFileName).ToNormalizedPath(); diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CodeLite/CodeLiteProject.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CodeLite/CodeLiteProject.cs index afc1b6e96acf..428eba009796 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CodeLite/CodeLiteProject.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CodeLite/CodeLiteProject.cs @@ -38,7 +38,7 @@ namespace UnrealBuildTool { bool bSuccess = false; string ProjectNameRaw = ProjectFilePath.GetFileNameWithoutExtension(); - string ProjectPath = ProjectFilePath.FullName; + //string ProjectPath = ProjectFilePath.FullName; string ProjectExtension = ProjectFilePath.GetExtension(); string ProjectPlatformName = BuildHostPlatform.Current.Platform.ToString(); diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Eddie/EddieProject.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Eddie/EddieProject.cs index d73b953c6cc7..405beb0f00a7 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Eddie/EddieProject.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Eddie/EddieProject.cs @@ -45,14 +45,14 @@ namespace UnrealBuildTool class EddieProjectFile : ProjectFile { - FileReference OnlyGameProject; + //FileReference OnlyGameProject; Dictionary Folders = new Dictionary(); public EddieProjectFile(FileReference InitFilePath, FileReference InOnlyGameProject) : base(InitFilePath) { - OnlyGameProject = InOnlyGameProject; + //OnlyGameProject = InOnlyGameProject; } public override string ToString() @@ -123,9 +123,9 @@ namespace UnrealBuildTool { EddieSourceFile SourceFile = CurSourceFile as EddieSourceFile; string FileName = SourceFile.Reference.GetFileName(); - string FileExtension = Path.GetExtension(FileName); - string FilePath = SourceFile.Reference.MakeRelativeTo(ProjectFilePath.Directory); - string FilePathMac = Utils.CleanDirectorySeparators(FilePath, '/'); + //string FileExtension = Path.GetExtension(FileName); + //string FilePath = SourceFile.Reference.MakeRelativeTo(ProjectFilePath.Directory); + //string FilePathMac = Utils.CleanDirectorySeparators(FilePath, '/'); string ProjectRelativeSourceFile = CurSourceFile.Reference.MakeRelativeTo(ProjectFilePath.Directory); string RelativeSourceDirectory = Path.GetDirectoryName(ProjectRelativeSourceFile); @@ -199,17 +199,17 @@ namespace UnrealBuildTool { bool bSuccess = false; - string TargetName = ProjectFilePath.GetFileNameWithoutExtension(); + //string TargetName = ProjectFilePath.GetFileNameWithoutExtension(); - FileReference GameProjectPath = null; - foreach(ProjectTarget Target in ProjectTargets) - { - if(Target.UnrealProjectFilePath != null) - { - GameProjectPath = Target.UnrealProjectFilePath; - break; - } - } + //FileReference GameProjectPath = null; + //foreach(ProjectTarget Target in ProjectTargets) + //{ + // if(Target.UnrealProjectFilePath != null) + // { + // GameProjectPath = Target.UnrealProjectFilePath; + // break; + // } + //} StringBuilder ProjectFileContent = new StringBuilder(); @@ -225,4 +225,4 @@ namespace UnrealBuildTool } } -} \ No newline at end of file +} diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/ProjectFileGenerator.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/ProjectFileGenerator.cs index cfd5437ea5c0..7b589797fa77 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/ProjectFileGenerator.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/ProjectFileGenerator.cs @@ -2220,7 +2220,7 @@ namespace UnrealBuildTool ProgramProjects = new Dictionary(); // Get some standard directories - DirectoryReference EngineSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs"); + //DirectoryReference EngineSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs"); DirectoryReference EnterpriseSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EnterpriseSourceDirectory, "Programs"); foreach( FileReference TargetFilePath in AllTargetFiles ) diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProject.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProject.cs index a3bca7aed1c2..9e5d7620b870 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProject.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProject.cs @@ -253,7 +253,7 @@ namespace UnrealBuildTool class VCProjectFile : MSBuildProjectFile { - FileReference OnlyGameProject; + //FileReference OnlyGameProject; VCProjectFileFormat ProjectFileFormat; bool bUseFastPDB; bool bUsePerFileIntellisense; @@ -289,7 +289,7 @@ namespace UnrealBuildTool public VCProjectFile(FileReference InFilePath, FileReference InOnlyGameProject, VCProjectFileFormat InProjectFileFormat, bool bUseFastPDB, bool bUsePerFileIntellisense, bool bUsePrecompiled, bool bEditorDependsOnShaderCompileWorker, bool bBuildLiveCodingConsole, string BuildToolOverride) : base(InFilePath) { - OnlyGameProject = InOnlyGameProject; + //OnlyGameProject = InOnlyGameProject; ProjectFileFormat = InProjectFileFormat; this.bUseFastPDB = bUseFastPDB; this.bUsePerFileIntellisense = bUsePerFileIntellisense; @@ -675,7 +675,7 @@ namespace UnrealBuildTool /// True on success public override List> WriteDebugProjectFiles(List InPlatforms, List InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators) { - string ProjectName = ProjectFilePath.GetFileNameWithoutExtension(); + //string ProjectName = ProjectFilePath.GetFileNameWithoutExtension(); List ProjectPlatforms = new List(); List> ProjectFiles = new List>(); @@ -1005,7 +1005,7 @@ namespace UnrealBuildTool // Add all file directories to the filters file as solution filters HashSet FilterDirectories = new HashSet(); - UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(BuildHostPlatform.Current.Platform); + //UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(BuildHostPlatform.Current.Platform); Dictionary DirectoryToForceIncludePaths = new Dictionary(); foreach (AliasedFile AliasedFile in LocalAliasedFiles) diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProjectFileGenerator.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProjectFileGenerator.cs index 50d9cd01655d..daa59cb14911 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProjectFileGenerator.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProjectFileGenerator.cs @@ -532,7 +532,7 @@ namespace UnrealBuildTool // Project files - List AllProjectFilesSorted = AllProjectFiles.OrderBy((ProjFile) => ProjFile.ProjectFilePath.GetFileNameWithoutExtension()).Cast().ToList(); + //List AllProjectFilesSorted = AllProjectFiles.OrderBy((ProjFile) => ProjFile.ProjectFilePath.GetFileNameWithoutExtension()).Cast().ToList(); foreach (MSBuildProjectFile CurProject in AllProjectFiles) { // Visual Studio uses different GUID types depending on the project type @@ -874,7 +874,7 @@ namespace UnrealBuildTool UnrealVSContent.Append("" + ProjectFileGenerator.NewLine ); string ConfigFilePath = FileReference.Combine(IntermediateProjectFilesPath, "UnrealVS.xml").FullName; - bool bSuccess = ProjectFileGenerator.WriteFileIfChanged(ConfigFilePath, UnrealVSContent.ToString()); + /* bool bSuccess = */ ProjectFileGenerator.WriteFileIfChanged(ConfigFilePath, UnrealVSContent.ToString()); } } diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCSolutionOptions.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCSolutionOptions.cs index ba7e13df4a79..aa8f7dc97dd0 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCSolutionOptions.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCSolutionOptions.cs @@ -368,8 +368,8 @@ namespace UnrealBuildTool if(Format >= VCProjectFileFormat.VisualStudio2017) { int Header1 = Reader.ReadInt32(); - int Header2 = Reader.ReadInt32(); - int Header3 = Reader.ReadByte(); + /*int Header2 =*/ Reader.ReadInt32(); + /*int Header3 =*/ Reader.ReadByte(); if (Header1 != 15) { throw new BuildException("Unexpected data in open projects section"); diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudioCode/VSCodeProjectFileGenerator.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudioCode/VSCodeProjectFileGenerator.cs index 75b1eab611b8..246df643a007 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudioCode/VSCodeProjectFileGenerator.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudioCode/VSCodeProjectFileGenerator.cs @@ -678,7 +678,7 @@ namespace UnrealBuildTool string Command = BaseCommand == "Rebuild" ? "Build" : BaseCommand; string TaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config, BaseCommand); string CleanTaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config, "Clean"); - List ExtraParams = new List(); + //List ExtraParams = new List(); OutFile.BeginObject(); { @@ -901,9 +901,9 @@ namespace UnrealBuildTool FileReference TargetFilePath = Target.TargetFilePath; string TargetName = TargetFilePath == null ? Project.ProjectFilePath.GetFileNameWithoutExtension() : TargetFilePath.GetFileNameWithoutAnyExtensions(); string UBTPlatformName = Platform.ToString(); - string UBTConfigurationName = Configuration.ToString(); + //string UBTConfigurationName = Configuration.ToString(); - string ProjectName = Project.ProjectFilePath.GetFileNameWithoutExtension(); + //string ProjectName = Project.ProjectFilePath.GetFileNameWithoutExtension(); // Setup output path UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform); @@ -1358,4 +1358,4 @@ namespace UnrealBuildTool } } } -} \ No newline at end of file +} diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeProject.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeProject.cs index b10f31f1fcc0..4d1bb6fb4db9 100644 --- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeProject.cs +++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeProject.cs @@ -124,7 +124,7 @@ namespace UnrealBuildTool class XcodeProjectFile : ProjectFile { - FileReference OnlyGameProject; + //FileReference OnlyGameProject; Dictionary Groups = new Dictionary(); @@ -138,7 +138,7 @@ namespace UnrealBuildTool public XcodeProjectFile(FileReference InitFilePath, FileReference InOnlyGameProject, bool IsForDistribution, string BundleID) : base(InitFilePath) { - OnlyGameProject = InOnlyGameProject; + //OnlyGameProject = InOnlyGameProject; bForDistribution = IsForDistribution; BundleIdentifier = BundleID; } @@ -355,7 +355,7 @@ namespace UnrealBuildTool if (UProjectPath != null) { string ProjectExtensionsDir = Path.Combine(Path.GetDirectoryName(UProjectPath.FullName), "Build/IOS/Extensions"); - string ProjectIntermediateDir = Path.Combine(Path.GetDirectoryName(UProjectPath.FullName), "Intermediate/IOS/Extensions"); + //string ProjectIntermediateDir = Path.Combine(Path.GetDirectoryName(UProjectPath.FullName), "Intermediate/IOS/Extensions"); if (Directory.Exists(ProjectExtensionsDir)) { @@ -764,11 +764,11 @@ namespace UnrealBuildTool // look at each zip foreach (FileInfo FI in new System.IO.DirectoryInfo(FrameworkDir.FullName).EnumerateFiles("*.framework.zip")) { - string Guid = XcodeProjectFileGenerator.MakeXcodeGuid(); - string RefGuid = XcodeProjectFileGenerator.MakeXcodeGuid(); + //string Guid = XcodeProjectFileGenerator.MakeXcodeGuid(); + //string RefGuid = XcodeProjectFileGenerator.MakeXcodeGuid(); // for FI of foo.framework.zip, this will give us foo.framework - string Framework = Path.GetFileNameWithoutExtension(FI.FullName); + //string Framework = Path.GetFileNameWithoutExtension(FI.FullName); // unzip the framework right into the .app FrameworkScript.AppendFormat("\\techo Unzipping {0}...\\n", FI.FullName); @@ -842,7 +842,7 @@ namespace UnrealBuildTool { TVOSPlatform TVOSPlatform = ((TVOSPlatform)UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.TVOS)); TVOSProjectSettings ProjectSettings = TVOSPlatform.ReadProjectSettings(ProjectFile); - TVOSProvisioningData ProvisioningData = TVOSPlatform.ReadProvisioningData(ProjectSettings, bForDistribution); + //TVOSProvisioningData ProvisioningData = TVOSPlatform.ReadProvisioningData(ProjectSettings, bForDistribution); bAutomaticSigning = ProjectSettings.bAutomaticSigning; } @@ -1136,7 +1136,7 @@ namespace UnrealBuildTool Content.Append("\t\t\tbuildSettings = {" + ProjectFileGenerator.NewLine); string UE4Dir = ConvertPath(Path.GetFullPath(Directory.GetCurrentDirectory() + "../../..")); - string MacExecutableDir = ConvertPath(Config.MacExecutablePath.Directory.FullName); + //string MacExecutableDir = ConvertPath(Config.MacExecutablePath.Directory.FullName); string MacExecutableFileName = Config.MacExecutablePath.GetFileName(); string IOSRunTimeVersion, TVOSRunTimeVersion; @@ -1424,7 +1424,7 @@ namespace UnrealBuildTool { List BuildConfigs = new List(); - string ProjectName = ProjectFilePath.GetFileNameWithoutExtension(); + //string ProjectName = ProjectFilePath.GetFileNameWithoutExtension(); foreach (UnrealTargetConfiguration Configuration in Configurations) { @@ -1500,7 +1500,7 @@ namespace UnrealBuildTool { string IOSExecutableName = MakeExecutableFileName(ExeName, UnrealTargetPlatform.IOS, Configuration, ProjectTarget.TargetRules.Architecture, ProjectTarget.TargetRules.UndecoratedConfiguration); string TVOSExecutableName = IOSExecutableName.Replace("-IOS-", "-TVOS-"); - string MacExecutableName = IOSExecutableName.Replace("-IOS-", "-Mac-"); + //string MacExecutableName = IOSExecutableName.Replace("-IOS-", "-Mac-"); BuildConfigs.Add(new XcodeBuildConfig(ConfigName, TargetName, FileReference.Combine(OutputDirectory, "Mac", IOSExecutableName), FileReference.Combine(OutputDirectory, "IOS", IOSExecutableName), FileReference.Combine(OutputDirectory, "TVOS", TVOSExecutableName), ProjectTarget, Configuration)); } } diff --git a/Engine/Source/Programs/UnrealBuildTool/System/Plugins.cs b/Engine/Source/Programs/UnrealBuildTool/System/Plugins.cs index a94ed026d73e..ec4a946c0a9f 100644 --- a/Engine/Source/Programs/UnrealBuildTool/System/Plugins.cs +++ b/Engine/Source/Programs/UnrealBuildTool/System/Plugins.cs @@ -369,7 +369,7 @@ namespace UnrealBuildTool Parent.ChildFiles.Add(Child.File); // this should cause an error if it's invalid platform name - UnrealTargetPlatform Platform = UnrealTargetPlatform.Parse(PlatformName); + //UnrealTargetPlatform Platform = UnrealTargetPlatform.Parse(PlatformName); // merge the supported platforms if (Child.Descriptor.SupportedTargetPlatforms != null) diff --git a/Engine/Source/Programs/UnrealBuildTool/System/RulesCompiler.cs b/Engine/Source/Programs/UnrealBuildTool/System/RulesCompiler.cs index d5e24d54980f..81b9e9b53fdb 100644 --- a/Engine/Source/Programs/UnrealBuildTool/System/RulesCompiler.cs +++ b/Engine/Source/Programs/UnrealBuildTool/System/RulesCompiler.cs @@ -414,7 +414,7 @@ namespace UnrealBuildTool { RulesScope EnterpriseScope = new RulesScope("Enterprise", EngineAssembly.Scope); - List EnterpriseDirectories = new List() { UnrealBuildTool.EnterpriseDirectory }; + //List EnterpriseDirectories = new List() { UnrealBuildTool.EnterpriseDirectory }; IReadOnlyList IncludedPlugins = Plugins.ReadEnterprisePlugins(UnrealBuildTool.EnterpriseDirectory); EnterpriseRulesAssembly = CreateEngineOrEnterpriseRulesAssembly(EnterpriseScope, new List() { UnrealBuildTool.EnterpriseDirectory }, @@ -546,7 +546,7 @@ namespace UnrealBuildTool } DirectoryReference MainProjectDirectory = ProjectFileName.Directory; - DirectoryReference MainProjectSourceDirectory = DirectoryReference.Combine(MainProjectDirectory, "Source"); + //DirectoryReference MainProjectSourceDirectory = DirectoryReference.Combine(MainProjectDirectory, "Source"); // Create a scope for things in this assembly RulesScope Scope = new RulesScope("Project", Parent.Scope); diff --git a/Engine/Source/Programs/UnrealBuildTool/System/Unity.cs b/Engine/Source/Programs/UnrealBuildTool/System/Unity.cs index 2cd101f242ce..bd5b5ad84fad 100644 --- a/Engine/Source/Programs/UnrealBuildTool/System/Unity.cs +++ b/Engine/Source/Programs/UnrealBuildTool/System/Unity.cs @@ -168,7 +168,7 @@ namespace UnrealBuildTool { List NewCPPFiles = new List(); - UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(CompileEnvironment.Platform); + //UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(CompileEnvironment.Platform); // Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not. long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Length);