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Fix ListThirdPartySoftware commandlet when running using the remote toolchain, and fix UBT error codes being ignored.
#rb none #codereview Wes.Hunt #lockdown Nick.Penwarden [CL 3332594 by Ben Marsh in Main branch]
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@@ -85,7 +85,11 @@ class ListThirdPartySoftware : BuildCommand
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{
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FileReference OutputFile = FileReference.Combine(CommandUtils.EngineDirectory, "Intermediate", "Build", "ThirdParty.json");
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Run(UE4Build.GetUBTExecutable(), String.Format("{0} {1} {2} -jsonexport=\"{3}\" -skipbuild", Target, Configuration, Platform, OutputFile.FullName), Options: DebugRun ? ERunOptions.Default : ERunOptions.NoLoggingOfRunCommand);
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IProcessResult Result = Run(UE4Build.GetUBTExecutable(), String.Format("{0} {1} {2} -jsonexport=\"{3}\" -skipbuild", Target, Configuration, Platform, OutputFile.FullName), Options: DebugRun ? ERunOptions.Default : ERunOptions.NoLoggingOfRunCommand);
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if(Result.ExitCode != 0)
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{
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throw new AutomationException("Failed to run UBT");
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}
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JsonObject Object = JsonObject.Read(OutputFile.FullName);
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@@ -102,8 +102,8 @@ namespace UnrealBuildTool
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Target.bUsePCHFiles = false;
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}
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// Needs OS X 10.11 for Metal
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if (MacToolChain.Settings.MacOSSDKVersionFloat >= 10.11f && Target.bCompileAgainstEngine)
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// Needs OS X 10.11 for Metal. The remote toolchain has not been initialized yet, so just assume it's a recent SDK.
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if ((BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac || MacToolChain.Settings.MacOSSDKVersionFloat >= 10.11f) && Target.bCompileAgainstEngine)
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{
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Target.GlobalDefinitions.Add("HAS_METAL=1");
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Target.ExtraModuleNames.Add("MetalRHI");
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