Commit Graph

6 Commits

Author SHA1 Message Date
Mike Fricker
65bbc0e732 Initial Unreal Build Tool support for Visual Studio 2015 and UAP (disabled by default)
- Merged in Microsoft's Unreal Build Tool changes for VS 2015 support, and Universal App Platform support
- VS 2015 support is disabled by default (the engine is not yet compiling with VS 2015)
- Use the new '-2015' option when generating project files to enable VS 2015 support
- Windows SDK 8.1 is used by default.  To use Windows SDK 10, enable WindowsPlatform.bUseWindowsSDK10
- UAP support is disabled (not supported yet, work in progress.)  Use WinUAPPlatform.bEnableUAPSupport to enable it.
- Various loose ends still remain (search for "@todo UAP" in Unreal Build Tool code)

[CL 2537920 by Mike Fricker in Main branch]
2015-05-05 15:32:10 -04:00
Josh Adams
ec0c48bfaf - Ugg proper fix for override apk [UE-6584]
[CL 2386081 by Josh Adams in Main branch]
2014-12-11 16:19:52 -05:00
Josh Adams
40649b813d - Missed this file in the ES31 checkin
[CL 2386006 by Josh Adams in Main branch]
2014-12-11 15:29:40 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Josh Adams
d67a3a64a5 - Initial "Fat" binary support for Android - multiple architectures at once, by compiling multiple .so's in one go of UBT (will be controlled by Project Settings, intentionally hidden for now)
- Added option to allow for splitting up into multiple .apks, or a single "fat" .apk (also not exposed yet in the project settings)
- A fat binary is just named <Project>.apk, no longer <Project>-armv7.apk
- x86 almost works, except missing libCurl and ICU
- x64 and arm64 will come next now that this framework is in place
#codereview chris.babcock

[CL 2272105 by Josh Adams in Main branch]
2014-08-26 09:56:29 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00