You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Updated UEBuildPlatform[SDK] to look in DDPI.ini and not bother setting up SDKs for platforms that aren't enabled (no need to print out errors for missing platform SDKs for platforms that aren't valid, like consoles on Mac)
- Streamlined the logs for bad SDK versions, especially when multiple platforms have bad SDKs - Skip over non-enabled platforms in some Turnkey commands [CL 14462457 by Josh Adams in ue5-main branch]
This commit is contained in:
@@ -31,6 +31,10 @@ namespace Turnkey.Commands
|
||||
|
||||
Platform Platform = Platform.Platforms[new TargetPlatformDescriptor(TargetPlatform)];
|
||||
UEBuildPlatformSDK SDK = UEBuildPlatformSDK.GetSDKForPlatform(TargetPlatform.ToString());
|
||||
if (SDK == null || !SDK.bIsSdkAllowedOnHost)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
string ManualSDKVersion, AutoSDKVersion;
|
||||
string MinAllowedVersion, MaxAllowedVersion;
|
||||
|
||||
@@ -113,6 +113,10 @@ namespace Turnkey
|
||||
}
|
||||
|
||||
// NotNeedsExpansion now contains the expanded sources, and the sources that didn't need to be expanded
|
||||
|
||||
// now filter out platforms that are disabled on this host
|
||||
NotNeedsExpansion = NotNeedsExpansion.FindAll(x => x.GetPlatforms().Any(y => UEBuildPlatformSDK.GetSDKForPlatform(y.ToString()).bIsSdkAllowedOnHost));
|
||||
|
||||
return NotNeedsExpansion;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user