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- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically - Updated names DeviceProfiles and Build scripts, as above - Some PlatformInfo class cleanup - Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler - Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\ - Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI [CL 13966487 by Josh Adams in ue5-main branch]
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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LinuxAArch64NoEditorTargetPlatformModule.cpp: Implements the FLinuxAArch64NoEditorTargetPlatformModule class.
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=============================================================================*/
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/ITargetPlatformModule.h"
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#include "LinuxTargetDevice.h"
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#include "LinuxTargetPlatform.h"
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/**
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* Module for the Linux target platforms
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*/
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class FLinuxAArch64TargetPlatformModule
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: public ITargetPlatformModule
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{
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public:
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virtual void GetTargetPlatforms(TArray<ITargetPlatform*>& TargetPlatforms) override
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{
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// Game TP
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TargetPlatforms.Add(new TLinuxTargetPlatform<FLinuxPlatformProperties<false, false, false, true> >());
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// Server TP
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TargetPlatforms.Add(new TLinuxTargetPlatform<FLinuxPlatformProperties<false, true, false, true> >());
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// Client TP
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TargetPlatforms.Add(new TLinuxTargetPlatform<FLinuxPlatformProperties<false, false, true, true> >());
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}
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};
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IMPLEMENT_MODULE(FLinuxAArch64TargetPlatformModule, LinuxAArch64TargetPlatform);
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