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Speculative fix for building UHT plugins from installed engine builds.
#rb none #jira UE-80124 #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 8630764 in //UE4/Release-4.23/... via CL 8630878 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v422-8689730) [CL 8721657 by ben marsh in Dev-Build branch]
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@@ -617,8 +617,8 @@ namespace UnrealBuildTool
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throw new BuildException("{0} does not support the {1} configuration", Descriptor.Name, Descriptor.Configuration);
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}
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// Make sure this target type is supported
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if (!InstalledPlatformInfo.IsValid(RulesObject.Type, Descriptor.Platform, Descriptor.Configuration, EProjectType.Code, InstalledPlatformState.Downloaded))
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// Make sure this target type is supported. Allow UHT in installed builds as a special case for now.
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if (!InstalledPlatformInfo.IsValid(RulesObject.Type, Descriptor.Platform, Descriptor.Configuration, EProjectType.Code, InstalledPlatformState.Downloaded) && Descriptor.Name != "UnrealHeaderTool")
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{
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if (InstalledPlatformInfo.IsValid(RulesObject.Type, Descriptor.Platform, Descriptor.Configuration, EProjectType.Code, InstalledPlatformState.Supported))
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{
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@@ -1182,12 +1182,12 @@ namespace UnrealBuildTool
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{
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ResolveLibraryName(LibraryPath, LibraryName, LibraryExtension, Files);
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}
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}
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}
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foreach (string LibraryName in Rules.PublicSystemLibraryPaths)
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{
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{
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foreach (string LibraryPath in SystemLibraryPaths)
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{
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{
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ResolveLibraryName(LibraryPath, LibraryName, LibraryExtension, Files);
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}
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}
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@@ -2691,7 +2691,7 @@ namespace UnrealBuildTool
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}
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}
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}
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// Create rules for each remaining module, and check that it's set to be compiled
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foreach(string FilteredModuleName in FilteredModuleNames)
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{
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