- 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:
Josh Adams
2020-10-09 13:20:15 -04:00
parent abef536d7b
commit 788aad5cb0
8 changed files with 89 additions and 26 deletions
@@ -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;
}