You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file) [CL 15265424 by Josh Adams in ue5-main branch]
This commit is contained in:
@@ -15,7 +15,7 @@ public class Python3 : ModuleRules
|
||||
|
||||
PythonSDKPaths PythonSDK = null;
|
||||
|
||||
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
|
||||
if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
|
||||
{
|
||||
// Check for an explicit version before using the auto-detection logic
|
||||
var PythonRoot = System.Environment.GetEnvironmentVariable("UE_PYTHON_DIR");
|
||||
@@ -47,11 +47,11 @@ public class Python3 : ModuleRules
|
||||
// Make sure the Python SDK is the correct architecture
|
||||
if (PythonSDK != null)
|
||||
{
|
||||
string ExpectedPointerSizeResult = Target.Platform == UnrealTargetPlatform.Win32 ? "4" : "8";
|
||||
string ExpectedPointerSizeResult = "8";
|
||||
|
||||
// Invoke Python to query the pointer size of the interpreter so we can work out whether it's 32-bit or 64-bit
|
||||
// todo: We probably need to do this for all platforms, but right now it's only an issue on Windows
|
||||
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
|
||||
if (Target.Platform == UnrealTargetPlatform.Win64)
|
||||
{
|
||||
string Result = InvokePython(PythonSDK.PythonRoot, "-c \"import struct; print(struct.calcsize('P'))\"");
|
||||
Result = Result != null ? Result.Replace("\r", "").Replace("\n", "") : null;
|
||||
@@ -90,7 +90,7 @@ public class Python3 : ModuleRules
|
||||
PublicDefinitions.Add(string.Format("UE_PYTHON_DIR=\"{0}\"", EngineRelativePythonRoot.Replace('\\', '/')));
|
||||
|
||||
// Some versions of Python need this define set when building on MSVC
|
||||
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
|
||||
if (Target.Platform == UnrealTargetPlatform.Win64)
|
||||
{
|
||||
PublicDefinitions.Add("HAVE_ROUND=1");
|
||||
}
|
||||
@@ -111,9 +111,9 @@ public class Python3 : ModuleRules
|
||||
var PotentialSDKs = new List<PythonSDKPaths>();
|
||||
|
||||
// todo: This isn't correct for cross-compilation, we need to consider the host platform too
|
||||
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
|
||||
if (Target.Platform == UnrealTargetPlatform.Win64)
|
||||
{
|
||||
var PlatformDir = Target.Platform == UnrealTargetPlatform.Win32 ? "Win32" : "Win64";
|
||||
var PlatformDir = "Win64";
|
||||
|
||||
PotentialSDKs.AddRange(
|
||||
new PythonSDKPaths[] {
|
||||
@@ -230,7 +230,7 @@ public class Python3 : ModuleRules
|
||||
{
|
||||
string LibFolder = null;
|
||||
string LibNamePattern = null;
|
||||
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
|
||||
if (Target.Platform == UnrealTargetPlatform.Win64)
|
||||
{
|
||||
LibFolder = "libs";
|
||||
LibNamePattern = "python*.lib";
|
||||
|
||||
Reference in New Issue
Block a user