UAT: Fix incorrect logic causing plugin references to override whether a plugin supports a target platform or not.

#rb none
#jira UE-71909

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 6011749 in //UE4/Release-4.22/... via CL 6011750
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)

[CL 6014693 by ben marsh in Dev-Build branch]
This commit is contained in:
ben marsh
2019-04-19 13:02:07 -04:00
parent 68d5643d04
commit 5cb5959a11

View File

@@ -385,7 +385,12 @@ namespace UnrealBuildTool
/// <returns>True if the plugin should be enabled for this project</returns>
public static bool IsPluginEnabledForProject(PluginInfo Plugin, ProjectDescriptor Project, UnrealTargetPlatform Platform, UnrealTargetConfiguration TargetConfiguration, TargetType Target)
{
bool bEnabled = Plugin.EnabledByDefault && Plugin.Descriptor.SupportsTargetPlatform(Platform);
if (!Plugin.Descriptor.SupportsTargetPlatform(Platform))
{
return false;
}
bool bEnabled = Plugin.EnabledByDefault;
if (Project != null && Project.Plugins != null)
{
foreach (PluginReferenceDescriptor PluginReference in Project.Plugins)