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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
166 lines
5.8 KiB
C#
166 lines
5.8 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Reflection;
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using System.Linq;
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using AutomationTool;
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using UnrealBuildTool;
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[Flags]
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public enum ProjectBuildTargets
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{
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None = 0,
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Editor = 1 << 0,
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ClientCooked = 1 << 1,
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ServerCooked = 1 << 2,
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Bootstrap = 1 << 3,
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CrashReporter = 1 << 4,
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Programs = 1 << 5,
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// All targets
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All = Editor | ClientCooked | ServerCooked | Bootstrap | CrashReporter | Programs,
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}
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/// <summary>
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/// Helper command used for compiling.
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/// </summary>
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/// <remarks>
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/// Command line params used by this command:
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/// -cooked
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/// -cookonthefly
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/// -clean
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/// -[platform]
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/// </remarks>
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public partial class Project : CommandUtils
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{
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#region Build Command
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public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All)
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{
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Params.ValidateAndLog();
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if (!Params.Build)
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{
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return;
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}
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Log("********** BUILD COMMAND STARTED **********");
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var UE4Build = new UE4Build(Command);
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var Agenda = new UE4Build.BuildAgenda();
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var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();
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// Setup editor targets
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if (Params.HasEditorTargets && !Params.Rocket && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor)
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{
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// @todo Mac: proper platform detection
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UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
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const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;
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CrashReportPlatforms.Add(EditorPlatform);
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Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
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if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
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{
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Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
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}
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if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
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{
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Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
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}
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if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
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{
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Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
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}
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if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
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{
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Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
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}
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}
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string ScriptPluginArgs = "";
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// if we're utilizing an auto-generated code plugin/module (a product of
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// the cook process), make sure to compile it along with the targets here
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if (Params.UseNativizedScriptPlugin())
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{
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ScriptPluginArgs = "-PLUGIN \"" + Params.NativizedScriptPlugin + "\"";
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}
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// Setup cooked targets
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if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
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{
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foreach (var BuildConfig in Params.ClientConfigsToBuild)
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{
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foreach (var ClientPlatform in Params.ClientTargetPlatforms)
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{
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CrashReportPlatforms.Add(ClientPlatform);
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Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, ScriptPluginArgs);
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}
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}
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}
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if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
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{
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foreach (var BuildConfig in Params.ServerConfigsToBuild)
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{
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foreach (var ServerPlatform in Params.ServerTargetPlatforms)
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{
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CrashReportPlatforms.Add(ServerPlatform);
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Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, ScriptPluginArgs);
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}
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}
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}
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if (!Params.NoBootstrapExe && !Params.Rocket && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
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{
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UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
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foreach(UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatform in BootstrapPackagedGamePlatforms)
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{
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if(Params.ClientTargetPlatforms.Contains(BootstrapPackagedGamePlatform))
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{
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Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatform, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
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}
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}
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}
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if (Params.CrashReporter && !Params.Rocket && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
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{
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foreach (var CrashReportPlatform in CrashReportPlatforms)
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{
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if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
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{
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Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping);
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}
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}
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}
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if (Params.HasProgramTargets && !Params.Rocket && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
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{
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foreach (var BuildConfig in Params.ClientConfigsToBuild)
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{
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foreach (var ClientPlatform in Params.ClientTargetPlatforms)
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{
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Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
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}
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}
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}
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UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
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if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
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{
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UE4Build.AddUATFilesToBuildProducts();
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}
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UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
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if (WorkingCL > 0)
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{
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// Sign everything we built
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CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
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// Open files for add or edit
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UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
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}
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Log("********** BUILD COMMAND COMPLETED **********");
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}
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#endregion
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}
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