Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEBuildAndroid.cs
Brandon Schaefer 476ba234bc Disable XGE when building on Linux for Android
#jira UE-69732
#rb Arciel.Rekman

[CL 4936860 by Brandon Schaefer in 4.22 branch]
2019-02-07 13:32:03 -05:00

664 lines
22 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
using System.Xml;
using System.Linq;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
/// <summary>
/// Android-specific target settings
/// </summary>
public partial class AndroidTargetRules
{
/// <summary>
/// Lists Architectures that you want to build
/// </summary>
[CommandLine("-Architectures=", ListSeparator = '+')]
public List<string> Architectures = new List<string>();
/// <summary>
/// Lists GPU Architectures that you want to build (mostly used for mobile etc.)
/// </summary>
[CommandLine("-GPUArchitectures=", ListSeparator = '+')]
public List<string> GPUArchitectures = new List<string>();
}
/// <summary>
/// Read-only wrapper for Android-specific target settings
/// </summary>
public partial class ReadOnlyAndroidTargetRules
{
/// <summary>
/// The private mutable settings object
/// </summary>
private AndroidTargetRules Inner;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Inner">The settings object to wrap</param>
public ReadOnlyAndroidTargetRules(AndroidTargetRules Inner)
{
this.Inner = Inner;
}
/// <summary>
/// Accessors for fields on the inner TargetRules instance
/// </summary>
#region Read-only accessor properties
#if !__MonoCS__
#pragma warning disable CS1591
#endif
public IReadOnlyList<string> Architectures
{
get { return Inner.Architectures.AsReadOnly(); }
}
public IReadOnlyList<string> GPUArchitectures
{
get { return Inner.GPUArchitectures.AsReadOnly(); }
}
#if !__MonoCS__
#pragma warning restore CS1591
#endif
#endregion
}
class AndroidPlatform : UEBuildPlatform
{
AndroidPlatformSDK SDK;
public AndroidPlatform(UnrealTargetPlatform InTargetPlatform, CppPlatform InCppPlatform, AndroidPlatformSDK InSDK) : base(InTargetPlatform, InCppPlatform)
{
SDK = InSDK;
}
public AndroidPlatform(AndroidPlatformSDK InSDK) : this(UnrealTargetPlatform.Android, CppPlatform.Android, InSDK)
{
}
public override SDKStatus HasRequiredSDKsInstalled()
{
return SDK.HasRequiredSDKsInstalled();
}
public override void ResetTarget(TargetRules Target)
{
ValidateTarget(Target);
Target.bDeployAfterCompile = true;
}
public override void ValidateTarget(TargetRules Target)
{
Target.bCompilePhysX = true;
Target.bCompileAPEX = false;
Target.bCompileNvCloth = false;
Target.bCompileRecast = true;
}
public override bool CanUseXGE()
{
// Disable when building on Linux
return BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Linux && !(Environment.GetEnvironmentVariable("IsBuildMachine") == "1");
}
public override bool IsBuildProduct(string FileName, string[] NamePrefixes, string[] NameSuffixes)
{
return IsBuildProductWithArch(FileName, NamePrefixes, NameSuffixes, ".so")
|| IsBuildProductWithArch(FileName, NamePrefixes, NameSuffixes, ".apk")
|| IsBuildProductWithArch(FileName, NamePrefixes, NameSuffixes, ".a");
}
static bool IsBuildProductWithArch(string Name, string[] NamePrefixes, string[] NameSuffixes, string Extension)
{
// Strip off the extension, then a GPU suffix, then a CPU suffix, before testing whether it matches a build product name.
if (Name.EndsWith(Extension, StringComparison.InvariantCultureIgnoreCase))
{
int ExtensionEndIdx = Name.Length - Extension.Length;
foreach (string GpuSuffix in AndroidToolChain.AllGpuSuffixes)
{
int GpuIdx = ExtensionEndIdx - GpuSuffix.Length;
if (GpuIdx > 0 && String.Compare(Name, GpuIdx, GpuSuffix, 0, GpuSuffix.Length, StringComparison.InvariantCultureIgnoreCase) == 0)
{
foreach (string CpuSuffix in AndroidToolChain.AllCpuSuffixes)
{
int CpuIdx = GpuIdx - CpuSuffix.Length;
if (CpuIdx > 0 && String.Compare(Name, CpuIdx, CpuSuffix, 0, CpuSuffix.Length, StringComparison.InvariantCultureIgnoreCase) == 0)
{
return IsBuildProductName(Name, 0, CpuIdx, NamePrefixes, NameSuffixes);
}
}
}
}
}
return false;
}
public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".so";
case UEBuildBinaryType.Executable:
return ".so";
case UEBuildBinaryType.StaticLibrary:
return ".a";
}
return base.GetBinaryExtension(InBinaryType);
}
public override string[] GetDebugInfoExtensions(ReadOnlyTargetRules InTarget, UEBuildBinaryType InBinaryType)
{
return new string [] {};
}
public override void FindAdditionalBuildProductsToClean(ReadOnlyTargetRules Target, List<FileReference> FilesToDelete, List<DirectoryReference> DirectoriesToDelete)
{
base.FindAdditionalBuildProductsToClean(Target, FilesToDelete, DirectoriesToDelete);
if(Target.ProjectFile != null)
{
DirectoriesToDelete.Add(DirectoryReference.Combine(DirectoryReference.FromFile(Target.ProjectFile), "Intermediate", "Android"));
}
}
public virtual bool HasSpecificDefaultBuildConfig(UnrealTargetPlatform Platform, DirectoryReference ProjectPath)
{
string[] BoolKeys = new string[] {
"bBuildForArmV7", "bBuildForArm64", "bBuildForX86", "bBuildForX8664",
"bBuildForES2", "bBuildForES31", "bBuildWithHiddenSymbolVisibility", "bUseNEONForArmV7", "bSaveSymbols"
};
string[] StringKeys = new string[] {
"NDKAPILevelOverride"
};
// look up Android specific settings
if (!DoProjectSettingsMatchDefault(Platform, ProjectPath, "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
BoolKeys, null, StringKeys))
{
return false;
}
return true;
}
public override bool HasDefaultBuildConfig(UnrealTargetPlatform Platform, DirectoryReference ProjectPath)
{
// @todo Lumin: This is kinda messy - better way?
if (HasSpecificDefaultBuildConfig(Platform, ProjectPath) == false)
{
return false;
}
// any shared-between-all-androids would be here
// check the base settings
return base.HasDefaultBuildConfig(Platform, ProjectPath);
}
public override bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
{
// This platform currently always compiles monolithic
return true;
}
/// <summary>
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac) || (Target.Platform == UnrealTargetPlatform.Linux))
{
bool bBuildShaderFormats = Target.bForceBuildShaderFormats;
if (!Target.bBuildRequiresCookedData)
{
if (ModuleName == "Engine")
{
if (Target.bBuildDeveloperTools)
{
Rules.DynamicallyLoadedModuleNames.Add("AndroidTargetPlatform");
}
}
else if (ModuleName == "TargetPlatform")
{
bBuildShaderFormats = true;
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatPVR");
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatDXT");
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatASTC");
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatAndroid"); // ATITC, ETC1 and ETC2
if (Target.bBuildDeveloperTools)
{
//Rules.DynamicallyLoadedModuleNames.Add("AudioFormatADPCM"); //@todo android: android audio
}
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if (ModuleName == "TargetPlatform")
{
if (Target.bForceBuildTargetPlatforms)
{
Rules.DynamicallyLoadedModuleNames.Add("AndroidTargetPlatform");
}
if (bBuildShaderFormats)
{
//Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid
}
}
}
}
public override List<FileReference> FinalizeBinaryPaths(FileReference BinaryName, FileReference ProjectFile, ReadOnlyTargetRules Target)
{
// the CppPlatform here doesn't actually matter, so this will work even for sub-platforms
AndroidToolChain ToolChain = CreateToolChain(CppPlatform.Android, Target) as AndroidToolChain;
List<string> Architectures = ToolChain.GetAllArchitectures();
List<string> GPUArchitectures = ToolChain.GetAllGPUArchitectures();
// make multiple output binaries
List<FileReference> AllBinaries = new List<FileReference>();
foreach (string Architecture in Architectures)
{
foreach (string GPUArchitecture in GPUArchitectures)
{
AllBinaries.Add(new FileReference(AndroidToolChain.InlineArchName(BinaryName.FullName, Architecture, GPUArchitecture)));
}
}
return AllBinaries;
}
public override void AddExtraModules(ReadOnlyTargetRules Target, List<string> PlatformExtraModules)
{
if (Target.Type != TargetType.Program)
{
PlatformExtraModules.Add("VulkanRHI");
}
}
/// <summary>
/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
}
public virtual void SetUpSpecificEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
// we want gcc toolchain 4.9, but fall back to 4.8 or 4.6 for now if it doesn't exist
string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
NDKPath = NDKPath.Replace("\"", "");
AndroidToolChain ToolChain = new AndroidToolChain(Target.ProjectFile, false, Target.AndroidPlatform.Architectures, Target.AndroidPlatform.GPUArchitectures);
// figure out the NDK version
string NDKToolchainVersion = ToolChain.NDKToolchainVersion;
string NDKDefine = ToolChain.NDKDefine;
// PLATFORM_ANDROID_NDK_VERSION is in the form 150100, where 15 is major version, 01 is the letter (1 is 'a'), 00 indicates beta revision if letter is 00
Log.TraceInformation("PLATFORM_ANDROID_NDK_VERSION = {0}", NDKDefine);
CompileEnvironment.Definitions.Add("PLATFORM_ANDROID_NDK_VERSION=" + NDKDefine);
string GccVersion = "4.6";
int NDKVersionInt = ToolChain.GetNdkApiLevelInt();
if (Directory.Exists(Path.Combine(NDKPath, @"sources/cxx-stl/gnu-libstdc++/4.9")))
{
GccVersion = "4.9";
} else
if (Directory.Exists(Path.Combine(NDKPath, @"sources/cxx-stl/gnu-libstdc++/4.8")))
{
GccVersion = "4.8";
}
Log.TraceInformation("NDK toolchain: {0}, NDK version: {1}, GccVersion: {2}, ClangVersion: {3}", NDKToolchainVersion, NDKVersionInt.ToString(), GccVersion, ToolChain.GetClangVersionString());
CompileEnvironment.Definitions.Add("PLATFORM_USED_NDK_VERSION_INTEGER=" + NDKVersionInt);
CompileEnvironment.Definitions.Add("PLATFORM_DESKTOP=0");
CompileEnvironment.Definitions.Add("PLATFORM_CAN_SUPPORT_EDITORONLY_DATA=0");
CompileEnvironment.Definitions.Add("WITH_OGGVORBIS=1");
CompileEnvironment.Definitions.Add("UNICODE");
CompileEnvironment.Definitions.Add("_UNICODE");
CompileEnvironment.Definitions.Add("PLATFORM_ANDROID=1");
CompileEnvironment.Definitions.Add("ANDROID=1");
CompileEnvironment.Definitions.Add("WITH_EDITOR=0");
CompileEnvironment.Definitions.Add("USE_NULL_RHI=0");
DirectoryReference NdkDir = new DirectoryReference(NDKPath);
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/include"));
// the toolchain will actually filter these out
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/armeabi-v7a/include"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/arm64-v8a/include"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86/include"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86_64/include"));
LinkEnvironment.LibraryPaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/armeabi-v7a"));
LinkEnvironment.LibraryPaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/arm64-v8a"));
LinkEnvironment.LibraryPaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86"));
LinkEnvironment.LibraryPaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86_64"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/android/native_app_glue"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/android/cpufeatures"));
//@TODO: Tegra Gfx Debugger - standardize locations - for now, change the hardcoded paths and force this to return true to test
if (UseTegraGraphicsDebugger(Target))
{
//LinkEnvironment.LibraryPaths.Add("ThirdParty/NVIDIA/TegraGfxDebugger");
//LinkEnvironment.LibraryPaths.Add("F:/NVPACK/android-kk-egl-t124-a32/stub");
//LinkEnvironment.AdditionalLibraries.Add("Nvidia_gfx_debugger_stub");
}
if (!UseTegraGraphicsDebugger(Target))
{
LinkEnvironment.AdditionalLibraries.Add("GLESv2");
LinkEnvironment.AdditionalLibraries.Add("EGL");
}
LinkEnvironment.AdditionalLibraries.Add("android");
LinkEnvironment.AdditionalLibraries.Add("OpenSLES");
}
public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
CompileEnvironment.Definitions.Add("PLATFORM_DESKTOP=0");
CompileEnvironment.Definitions.Add("PLATFORM_CAN_SUPPORT_EDITORONLY_DATA=0");
CompileEnvironment.Definitions.Add("WITH_OGGVORBIS=1");
CompileEnvironment.Definitions.Add("UNICODE");
CompileEnvironment.Definitions.Add("_UNICODE");
CompileEnvironment.Definitions.Add("PLATFORM_ANDROID=1");
CompileEnvironment.Definitions.Add("ANDROID=1");
CompileEnvironment.Definitions.Add("WITH_EDITOR=0");
CompileEnvironment.Definitions.Add("USE_NULL_RHI=0");
SetUpSpecificEnvironment(Target, CompileEnvironment, LinkEnvironment);
LinkEnvironment.AdditionalLibraries.Add("gnustl_shared");
LinkEnvironment.AdditionalLibraries.Add("gcc");
LinkEnvironment.AdditionalLibraries.Add("z");
LinkEnvironment.AdditionalLibraries.Add("c");
LinkEnvironment.AdditionalLibraries.Add("m");
LinkEnvironment.AdditionalLibraries.Add("log");
LinkEnvironment.AdditionalLibraries.Add("dl");
}
private bool UseTegraGraphicsDebugger(ReadOnlyTargetRules Target)
{
// Disable for now
return false;
}
public override bool ShouldCreateDebugInfo(ReadOnlyTargetRules Target)
{
switch (Target.Configuration)
{
case UnrealTargetConfiguration.Development:
case UnrealTargetConfiguration.Shipping:
case UnrealTargetConfiguration.Test:
case UnrealTargetConfiguration.Debug:
default:
return true;
};
}
public override UEToolChain CreateToolChain(CppPlatform CppPlatform, ReadOnlyTargetRules Target)
{
bool bUseLdGold = Target.bUseUnityBuild;
return new AndroidToolChain(Target.ProjectFile, bUseLdGold, Target.AndroidPlatform.Architectures, Target.AndroidPlatform.GPUArchitectures);
}
public virtual UEToolChain CreateTempToolChainForProject(FileReference ProjectFile)
{
return new AndroidToolChain(ProjectFile, true, null, null);
}
/// <summary>
/// Deploys the given target
/// </summary>
/// <param name="Receipt">Receipt for the target being deployed</param>
public override void Deploy(TargetReceipt Receipt)
{
// do not package data if building via UBT
new UEDeployAndroid(Receipt.ProjectFile, false).PrepTargetForDeployment(Receipt);
}
}
class AndroidPlatformSDK : UEBuildPlatformSDK
{
protected override bool PlatformSupportsAutoSDKs()
{
return true;
}
public override string GetSDKTargetPlatformName()
{
return "Android";
}
protected override string GetRequiredSDKString()
{
return "-22";
}
protected override String GetRequiredScriptVersionString()
{
return "3.4";
}
// prefer auto sdk on android as correct 'manual' sdk detection isn't great at the moment.
protected override bool PreferAutoSDK()
{
return true;
}
private static bool ExtractPath(string Source, out string Path)
{
int start = Source.IndexOf('"');
int end = Source.LastIndexOf('"');
if (start != 1 && end != -1 && start < end)
{
++start;
Path = Source.Substring(start, end - start);
return true;
}
else
{
Path = "";
}
return false;
}
public static bool GetPath(ConfigHierarchy Ini, string SectionName, string Key, out string Value)
{
string temp;
if (Ini.TryGetValue(SectionName, Key, out temp))
{
return ExtractPath(temp, out Value);
}
else
{
Value = "";
}
return false;
}
/// <summary>
/// checks if the sdk is installed or has been synced
/// </summary>
/// <returns></returns>
protected virtual bool HasAnySDK()
{
string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
{
ConfigHierarchy configCacheIni = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, (DirectoryReference)null, UnrealTargetPlatform.Unknown);
Dictionary<string, string> AndroidEnv = new Dictionary<string, string>();
Dictionary<string, string> EnvVarNames = new Dictionary<string, string> {
{"ANDROID_HOME", "SDKPath"},
{"NDKROOT", "NDKPath"},
{"ANT_HOME", "ANTPath"},
{"JAVA_HOME", "JavaPath"}
};
string path;
foreach (KeyValuePair<string, string> kvp in EnvVarNames)
{
if (GetPath(configCacheIni, "/Script/AndroidPlatformEditor.AndroidSDKSettings", kvp.Value, out path) && !string.IsNullOrEmpty(path))
{
AndroidEnv.Add(kvp.Key, path);
}
else
{
string envValue = Environment.GetEnvironmentVariable(kvp.Key);
if (!String.IsNullOrEmpty(envValue))
{
AndroidEnv.Add(kvp.Key, envValue);
}
}
}
// If we are on Mono and we are still missing a key then go and find it from the .bash_profile
if (Utils.IsRunningOnMono && !EnvVarNames.All(s => AndroidEnv.ContainsKey(s.Key)))
{
string BashProfilePath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), ".bash_profile");
if (!File.Exists(BashProfilePath))
{
// Try .bashrc if didn't fine .bash_profile
BashProfilePath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), ".bashrc");
}
if (File.Exists(BashProfilePath))
{
string[] BashProfileContents = File.ReadAllLines(BashProfilePath);
// Walk backwards so we keep the last export setting instead of the first
for (int LineIndex = BashProfileContents.Length - 1; LineIndex >= 0; --LineIndex)
{
foreach (KeyValuePair<string, string> kvp in EnvVarNames)
{
if (AndroidEnv.ContainsKey(kvp.Key))
{
continue;
}
if (BashProfileContents[LineIndex].StartsWith("export " + kvp.Key + "="))
{
string PathVar = BashProfileContents[LineIndex].Split('=')[1].Replace("\"", "");
AndroidEnv.Add(kvp.Key, PathVar);
}
}
}
}
}
// Set for the process
foreach (KeyValuePair<string, string> kvp in AndroidEnv)
{
Environment.SetEnvironmentVariable(kvp.Key, kvp.Value);
}
// See if we have an NDK path now...
AndroidEnv.TryGetValue("NDKROOT", out NDKPath);
}
// we don't have an NDKROOT specified
if (String.IsNullOrEmpty(NDKPath))
{
return false;
}
NDKPath = NDKPath.Replace("\"", "");
// need a supported llvm
if (!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm")) &&
!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.6")) &&
!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.5")) &&
!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.3")) &&
!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.1")))
{
return false;
}
return true;
}
protected override SDKStatus HasRequiredManualSDKInternal()
{
// if any autosdk setup has been done then the local process environment is suspect
if (HasSetupAutoSDK())
{
return SDKStatus.Invalid;
}
if (HasAnySDK())
{
return SDKStatus.Valid;
}
return SDKStatus.Invalid;
}
}
class AndroidPlatformFactory : UEBuildPlatformFactory
{
public override UnrealTargetPlatform TargetPlatform
{
get { return UnrealTargetPlatform.Android; }
}
public override void RegisterBuildPlatforms()
{
AndroidPlatformSDK SDK = new AndroidPlatformSDK();
SDK.ManageAndValidateSDK();
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid) || Environment.GetEnvironmentVariable("IsBuildMachine") == "1")
{
bool bRegisterBuildPlatform = true;
FileReference AndroidTargetPlatformFile = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Developer", "Android", "AndroidTargetPlatform", "AndroidTargetPlatform.Build.cs");
if (FileReference.Exists(AndroidTargetPlatformFile) == false)
{
bRegisterBuildPlatform = false;
}
if (bRegisterBuildPlatform == true)
{
// Register this build platform
Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Android.ToString());
UEBuildPlatform.RegisterBuildPlatform(new AndroidPlatform(SDK));
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Android, UnrealPlatformGroup.Android);
}
}
}
}
}