Back out CL5935374 for UE-72100 as it causes 3 other issues

#jira UE-73066
#jira UE-73067
#jira UE-73073
#rb John.Mauney
#lockdown Cristina.Riveron

#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 6042758 in //UE4/Release-4.22/... via CL 6042759
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)

[CL 6044561 by jack porter in Dev-Anim branch]
This commit is contained in:
jack porter
2019-04-22 21:10:17 -04:00
parent 041e1abfd3
commit cf8c4dd19d

View File

@@ -1218,9 +1218,10 @@ namespace UnrealBuildTool
// This is needed for the target to pass the settings validation before code signing. UBT will overwrite this plist file later, with proper contents.
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
bool bCreateIOSInfoPlist = IOSRunTimeVersion != null;
bool bCreateTVOSInfoPlist = TVOSRunTimeVersion != null;
if (bCreateIOSInfoPlist || bCreateTVOSInfoPlist)
bool bCreateMacInfoPlist = !File.Exists(MacInfoPlistPath);
bool bCreateIOSInfoPlist = !File.Exists(IOSInfoPlistPath) && IOSRunTimeVersion != null;
bool bCreateTVOSInfoPlist = !File.Exists(TVOSInfoPlistPath) && TVOSRunTimeVersion != null;
if (bCreateMacInfoPlist || bCreateIOSInfoPlist || bCreateTVOSInfoPlist)
{
DirectoryReference ProjectPath = GameDir;
DirectoryReference EngineDir = DirectoryReference.Combine(new DirectoryReference(UE4Dir), "Engine");
@@ -1235,9 +1236,11 @@ namespace UnrealBuildTool
GameName = "UE4Game";
}
Directory.CreateDirectory(Path.GetDirectoryName(MacInfoPlistPath));
UEDeployMac.GeneratePList(ProjectPath.FullName, bIsUE4Game, GameName, Config.BuildTarget, EngineDir.FullName, MacExecutableFileName);
if (bCreateMacInfoPlist)
{
Directory.CreateDirectory(Path.GetDirectoryName(MacInfoPlistPath));
UEDeployMac.GeneratePList(ProjectPath.FullName, bIsUE4Game, GameName, Config.BuildTarget, EngineDir.FullName, MacExecutableFileName);
}
if (bCreateIOSInfoPlist)
{
// get the receipt