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129 lines
7.5 KiB
XML
129 lines
7.5 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<Import Project="..\Shared\UnrealEngine.csproj.props" />
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<Configuration Condition=" '$(Configuration)' == '' ">Development</Configuration>
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<OutputType>Exe</OutputType>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
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<Configurations>Debug;Release;Development</Configurations>
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<ApplicationManifest>app.manifest</ApplicationManifest>
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<AssemblyName>UnrealBuildTool</AssemblyName>
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<RootNamespace>UnrealBuildTool</RootNamespace>
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<SatelliteResourceLanguages>en</SatelliteResourceLanguages> <!-- remove non english resource languages -->
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<AppendRuntimeIdentifierToOutputPath>false</AppendRuntimeIdentifierToOutputPath>
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<IsWindows Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Windows)))' == 'true'">true</IsWindows>
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<IsOSX Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::OSX)))' == 'true'">true</IsOSX>
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<IsLinux Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))' == 'true'">true</IsLinux>
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<DebugType>pdbonly</DebugType>
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<Nullable>enable</Nullable>
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<RunAnalyzersDuringBuild>false</RunAnalyzersDuringBuild>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Development|AnyCPU' ">
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<Optimize>false</Optimize>
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<OutputPath>..\..\..\Binaries\DotNET\UnrealBuildTool</OutputPath>
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<DocumentationFile>..\..\..\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.xml</DocumentationFile>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<Optimize>false</Optimize>
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<DebugType>pdbonly</DebugType>
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<PlatformTarget>AnyCPU</PlatformTarget>
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<ErrorReport>prompt</ErrorReport>
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<AllowUnsafeBlocks>false</AllowUnsafeBlocks>
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<Prefer32Bit>false</Prefer32Bit>
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<OutputPath>..\..\..\Binaries\DotNET\UnrealBuildTool</OutputPath>
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<DocumentationFile>..\..\..\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.xml</DocumentationFile>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<OutputPath>..\..\..\Binaries\DotNET\UnrealBuildTool</OutputPath>
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<DocumentationFile>..\..\..\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.xml</DocumentationFile>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Ionic.Zip.Reduced">
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<HintPath>..\..\..\Binaries\DotNET\Ionic.Zip.Reduced.dll</HintPath>
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</Reference>
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<Reference Include="Microsoft.VisualStudio.Setup.Configuration.Interop">
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<HintPath>..\..\..\Binaries\ThirdParty\VisualStudio\Microsoft.VisualStudio.Setup.Configuration.Interop.dll</HintPath>
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<EmbedInteropTypes>True</EmbedInteropTypes>
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</Reference>
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</ItemGroup>
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<Choose>
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<When Condition="Exists('..\..\..\Restricted\NotForLicensees\Source\Programs\UnrealBuildTool\Executors\FASTBuild.cs')">
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<PropertyGroup>
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<DefineConstants>$(DefineConstants);__FASTBUILD_AVAILABLE__</DefineConstants>
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</PropertyGroup>
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</When>
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</Choose>
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<Choose>
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<When Condition="Exists('..\..\..\Restricted\NotForLicensees\Source\Programs\UnrealBuildTool\ProjectFiles\VProject\VProjectFileGenerator.cs')">
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<PropertyGroup>
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<DefineConstants>$(DefineConstants);__VPROJECT_AVAILABLE__</DefineConstants>
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</PropertyGroup>
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</When>
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</Choose>
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<ItemGroup>
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<Compile Include="..\Shared\MetaData.cs">
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<Link>Properties\MetaData.cs</Link>
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</Compile>
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</ItemGroup>
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<!-- The following will glob all platform extensions' UnrealBuildTool source
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files and include them in the build. They will also appear in VisualStudio.
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RecursiveDir does not work in VS Mac (and maybe Linux?), so only use it in Windows.
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See: https://developercommunity.visualstudio.com/content/problem/527478/recursivedir-causes-infinitely-nested-subdirectori.html -->
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<ItemGroup>
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<Compile Include="../../../Platforms/*/Source/Programs/UnrealBuildTool/**/*.cs">
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<!-- Since RecursiveDir is bugged on VS Mac, we use the FullPath, and use Regex to pull out portions of the path to get Platform name -->
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<Link>Platform/$([System.Text.RegularExpressions.Regex]::Replace(%(FullPath), '^(.*[\\/]Platforms[\\/])(.+?)[\\/](.*)$', '$2'))/%(Filename)%(Extension)</Link>
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</Compile>
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<Compile Include="../../../Restricted/*/Platforms/*/Source/Programs/UnrealBuildTool/**/*.cs">
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<!-- Restricted may or may not be in a Platforms dir, so just use the subdir directly, even tho it makes for a
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messier directory structure for these few files -->
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<Link>Platform/$([System.Text.RegularExpressions.Regex]::Replace(%(FullPath), '^(.*[\\/]Platforms[\\/])(.+?)[\\/](.*)$', '$2'))/%(Filename)%(Extension)</Link>
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</Compile>
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<Compile Include="../../../Restricted/*/Source/Programs/UnrealBuildTool/**/*.cs">
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<!-- Restricted may or may not be in a Platforms dir, so just use the subdir directly, even tho it makes for a
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messier directory structure for these few files -->
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<Link>$([System.Text.RegularExpressions.Regex]::Replace(%(FullPath), '^.+?[\\/]UnrealBuildTool[\\/]', ''))</Link>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<!-- If you add a project reference, BuildUAT.bat/.sh need to be updated to also test for those projects.
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While similar checks are in RunUBT.bat/.sh and GenerateProjectFiles.bat, they don't currently check for these projects. -->
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<ProjectReference Include="..\Shared\EpicGames.Build\EpicGames.Build.csproj" />
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<ProjectReference Include="..\Shared\EpicGames.Core\EpicGames.Core.csproj" />
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<ProjectReference Include="..\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj" />
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<ProjectReference Include="..\Shared\EpicGames.Serialization\EpicGames.Serialization.csproj" />
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<ProjectReference Include="..\Shared\EpicGames.UHT\EpicGames.UHT.csproj" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="3.11.0" />
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<PackageReference Include="Microsoft.Win32.Registry" Version="5.0.0" />
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<PackageReference Include="OpenTracing" Version="0.12.1" />
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<PackageReference Include="System.Management" Version="4.7.0" />
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<PackageReference Include="System.Security.Cryptography.Csp" Version="4.3.0" />
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<PackageReference Include="System.ServiceProcess.ServiceController" Version="4.7.0" />
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<!-- Required by Ionic -->
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<PackageReference Include="System.Security.Permissions" Version="4.7.0" />
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<PackageReference Include="System.Text.Encoding.CodePages" Version="4.7.1" />
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<!-- Required for Hololens -->
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<PackageReference Include="System.Reflection.MetadataLoadContext" Version="4.7.2" />
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<!-- Required for EpicGames.MsBuild -->
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<PackageReference Include="Microsoft.Build" Version="17.1.0" ExcludeAssets="runtime" PrivateAssets="all" />
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<PackageReference Include="Microsoft.Build.Locator" Version="1.4.1" PrivateAssets="all" />
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<!-- Added as a temporary workaround to running from visual studio where the system version of dotnet is run.
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Adding a loader context resolves many of the issues, but it still fails when MSBuild tries to write the json -->
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<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
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</ItemGroup>
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</Project>
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