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[OverrideSDK] SDKVersion=x.y.z and AutoSDK, or anything using GetMainVersion(), would use that version string instead - If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc) - This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share - Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides) #rb david.harvey,dave.barrett #jira UE-185364 #preflight 647a12e7b0670733186c928e [CL 25767233 by josh adams in ue5-main branch]
27 lines
688 B
C#
27 lines
688 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.Core;
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namespace UnrealBuildTool
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{
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partial class LinuxPlatformSDK : UEBuildPlatformSDK
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{
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protected override string GetMainVersionInternal()
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{
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return "v21_clang-15.0.1-centos7";
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}
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protected override void GetValidVersionRange(out string MinVersion, out string MaxVersion)
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{
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// all that matters is the number after the v, according to TryConvertVersionToInt()
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MinVersion = "v21_clang-15.0.1-centos7";
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MaxVersion = "v21_clang-15.0.1-centos7";
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}
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protected override void GetValidSoftwareVersionRange(out string? MinVersion, out string? MaxVersion)
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{
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MinVersion = MaxVersion = null;
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}
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}
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}
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