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- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects - UnrealArch is a single architecture, expandable enum-like struct - There is no more concept of "no/default architecture", there is always a valid active architecture when building - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc) - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm) - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once) - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc) #preflight 63c81fb5b065224750a1759e #rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts] #p4v-preflight-copy 23562471 [CL 23829977 by josh adams in ue5-main branch]
40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class coremod: ModuleRules
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{
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public coremod(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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string CoreModVersion = "4.2.6";
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string LibraryPath = Target.UEThirdPartySourceDirectory + "coremod/coremod-" + CoreModVersion + "/";
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PublicSystemIncludePaths.Add(LibraryPath + "include/coremod");
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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PublicAdditionalLibraries.Add(LibraryPath + "/lib/Win64/VS2013/" + "coremod.lib");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicAdditionalLibraries.Add(LibraryPath + "/lib/Mac/libcoremodMac.a");
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}
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else if (Target.Platform == UnrealTargetPlatform.IOS)
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{
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// TODO: Do we still need this?
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// PublicLibraryPaths.Add(LibraryPath + "/lib/IOS");
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
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{
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PublicAdditionalLibraries.Add(LibraryPath + "/lib/Linux/" + Target.Architecture.LinuxName + "/" + "libcoremodLinux.a");
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}
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else if (Target.Platform == UnrealTargetPlatform.Android)
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{
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PublicAdditionalLibraries.Add(LibraryPath + "/lib/Android/x64/libxmp-coremod.a");
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}
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}
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}
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