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