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https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
74 lines
2.4 KiB
C#
74 lines
2.4 KiB
C#
// Copyright 1998-2014 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.Text;
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using System.IO;
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using AutomationTool;
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using UnrealBuildTool;
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[Help("Builds all the main projects editors and confirms the results")]
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[RequireP4]
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class VerifyPromotableBuild : BuildCommand
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{
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void ExecuteInner()
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{
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var UE4Build = new UE4Build(this);
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var Agenda_Mono = new UE4Build.BuildAgenda();
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var Agenda_NonUnity = new UE4Build.BuildAgenda();
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{
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{
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var Win64DevTargets = new string[]
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{
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"FortniteEditor",
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"OrionEditor",
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"PlatformerGameEditor",
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"QAGameEditor",
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"ShooterGameEditor",
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"StrategyGameEditor",
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"VehicleGameEditor",
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};
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Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development, bForceMonolithic: true);
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Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Shipping, bForceMonolithic: true);
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Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development, bForceNonUnity: true);
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Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Shipping, bForceNonUnity: true);
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var Win32Targets = new string[]
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{
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"FortniteGame",
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"FortniteServer",
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"OrionGame",
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"PlatformerGame",
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"QAGame",
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"ShooterGame",
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"StrategyGame",
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"VehicleGame",
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};
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Agenda_Mono.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development, bForceMonolithic: true);
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Agenda_Mono.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development, bForceNonUnity: true);
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var Win32ShipTargets = new string[]
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{
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"FortniteGame",
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"FortniteServer",
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};
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Agenda_Mono.AddTargets(Win32ShipTargets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping, bForceMonolithic: true);
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Agenda_Mono.AddTargets(Win32ShipTargets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping, bForceNonUnity: true);
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}
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}
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UE4Build.Build(Agenda_Mono, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
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UE4Build.Build(Agenda_NonUnity, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
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UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
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}
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public override void ExecuteBuild()
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{
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Log("************************* PromotableBuild");
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Log("Verify label {0}", P4Env.LabelToSync);
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ExecuteInner();
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}
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}
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