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#lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3385029 on 2017/04/07 by Chris.Babcock Remove unneeded BILLING permission for Android (it is added by enabling IAP) #jira UE-43583 #ue4 #android Change 3388541 on 2017/04/11 by Will.Fissler Removed "MacNoEditor" and "WindowsNoEditor" as target platforms in the StrategyTV.uproject. Change 3390026 on 2017/04/12 by Allan.Bentham Allow vertex texture reads on ES3.1 feature level #jira UE-43774 Change 3408788 on 2017/04/25 by Dmitriy.Dyomin Fixed: -iterativedeploy UAT option Change 3418253 on 2017/05/02 by Allan.Bentham Enable ICF linker option in android tool chain. #jira UEMOB-167 Change 3426789 on 2017/05/05 by Jonathan.Fitzpatrick #jira UE-43518 Fixed a missing cast to the proper game mode Change 3427859 on 2017/05/08 by Dmitriy.Dyomin Avoid creating unnecessary FUniqueObjectGuid in foliage (prevents package dirty on actor deletion) Change 3428842 on 2017/05/08 by Chris.Babcock Fix environment variable leakage in ant.bat patch (already in 4.16, didn't make the integration/merge) Fix Intermediate/Android/APK/src cleanup (already in 4.16, didn't make the integration/merge) #ue4 #android Change 3432096 on 2017/05/09 by Dmitriy.Dyomin Android LaunchOn improvements Change 3433937 on 2017/05/10 by Chris.Babcock Enable XGE on non-build machine #ue4 #android Change 3434556 on 2017/05/11 by Dmitriy.Dyomin Added mobile separate translucency #jira UEMOB-146 Change 3436664 on 2017/05/12 by Dmitriy.Dyomin Fixed: missing translucent objects on mobile, fallout from separate translucency Change 3437328 on 2017/05/12 by Allan.Bentham Add android versions of PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL Change 3446874 on 2017/05/18 by Chris.Babcock Change FGenericPlatformMemoryConstants and FGenericPlatformMemoryStats to use uint64 instead of SIZE_T to handle >4GB Android devices running in ARMv7 mode #jira #ue4 #android Change 3448354 on 2017/05/19 by Dmitriy.Dyomin Added: Support sRGB texture sampling on Android ES 3.1 and Vulkan #jira UEMOB-190 Change 3451129 on 2017/05/21 by Dmitriy.Dyomin Added project option to limit gpu skinning to 2 bone per vertex (Rendering Settings -> Optimizations -> Limit GPU skinning to 2 bones influence) #jira UEMOB-154 Change 3451131 on 2017/05/21 by Dmitriy.Dyomin Fixed: NavMesh streaming - stable tile addressing Change 3451141 on 2017/05/21 by Dmitriy.Dyomin Avoid drawing quads for clears on mobile Change 3453549 on 2017/05/23 by Dmitriy.Dyomin Fixed wrong memreport for STAT_TextureMemoryCube, STAT_PrecomputedLightVolumeMemory, STAT_ReflectionCaptureMemory Change 3458488 on 2017/05/25 by Dmitriy.Dyomin Added RenderDoc integration for Android Change 3458589 on 2017/05/25 by Dmitriy.Dyomin Fixed foliage occlusion culling after world origin was rebased Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rnx Change3462166on 2017/05/26 by Nick.Shin HTML5 - fix viewport after returning from fullscreen PR:113b9ea104#jira UE-44419 HTML5 - View does not redraw properly after returning from Fullscreen #rn fix viewport after returning from fullscreen Change 3464093 on 2017/05/28 by Jack.Porter Fix for GenerateProjectFiles warnings #codereview: Nick.Shin Change 3465335 on 2017/05/30 by Nick.Shin HTML5LaunchHelper.exe - current working directory "/" check #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx Change 3465499 on 2017/05/30 by Nick.Shin HTML5 - TaskGraph crash fix & compiler fix when STATS disabled #jira UE-44811 Projects crash when launching onto Firefox 64-bit #rnx Change 3468295 on 2017/05/31 by Chris.Babcock Allow mediaplayer audio to be disable on Android #jira UE-45570 #ue4 #android Change 3469099 on 2017/06/01 by Dmitriy.Dyomin Fixing mobile separate translucency after merge Change 3470541 on 2017/06/01 by Chris.Babcock Fix Android.NewKeyboard behavior #jira UE-45612 #ue4 #android Change 3470576 on 2017/06/01 by Chris.Babcock Blacklist DefaultBloomKernel on mobile platforms (unneeded and takes 32MB) #jira UE-45548 #ue4 #android Change 3471583 on 2017/06/02 by Allan.Bentham #jira UEMOB-361 Add experimental mobile PIE with device preview launch option. Change 3471708 on 2017/06/02 by Allan.Bentham Fixes for no unity no pch CIS build. Add missing #includes Change 3474619 on 2017/06/05 by Chris.Babcock Add support for optional Gradle build system #jira UEMOB-229 #ue4 #android Change 3477357 on 2017/06/07 by Dmitriy.Dyomin Added GLES for RenderDoc capture on Android #contributed by Jimmy Lee (https://github.com/Oculus-VR/UnrealEngine/pull/7) Change 3477953 on 2017/06/07 by Nick.Shin HTML5 memory/executable size pass these fixes contains: + build shipping asmjs compressed files (remove serving non-compressed data file) + phsyx updated emscripten toolchain cmake config override (i.e. removed EPIC_BUILD_FLAGS match) + retired "/Script/BuildSettings.BuildSettings" config code + added better verbose feedback to print optimization levels during packaging #jira UEMOB-382 HTML5 memory/executable size pass #rn a lot of stability fixes Change 3479142 on 2017/06/07 by Chris.Babcock Update Clang version checks and handle 3.9 #jira UE-45812 #ue4 #android Change 3479416 on 2017/06/08 by Dmitriy.Dyomin Fixed UBT crash introduced in CL# 3477357 Change 3479425 on 2017/06/08 by Dmitriy.Dyomin Fixed: CustomDepth sampling outside of PP materials on Mobile #jira UE-44700 Change 3479600 on 2017/06/08 by Dmitriy.Dyomin Do "-skipdeploy" when packaging Change 3481938 on 2017/06/09 by Dmitriy.Dyomin Fixed: LG G6, Samsung Galaxy S8 Letter box issue #jira UE-45164 Change 3482725 on 2017/06/09 by Chris.Babcock Fix out of bounds access to iChild #jira none Change 3482735 on 2017/06/09 by Chris.Babcock Support for NDK14b and start of NDK15 support (Clang 5.0) #jira UEMOB-240 #ue4 #android Change 3484209 on 2017/06/11 by Dmitriy.Dyomin fixed warning introduced in CL# 3481938 Change 3484256 on 2017/06/11 by Dmitriy.Dyomin Fixed: HighresShot with 'Use Customdepth as mask' in Feature level ES2 (Android preview rendering level) leads to Engine crash #jira UE-43655 also requires content changes in CL# 3484255 Change 3484295 on 2017/06/12 by Dmitriy.Dyomin Fixed: Deferred Decals move with the camera in HTML5 #jira UE-45606 Change 3484748 on 2017/06/12 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU emulating ARM) #jira UE-45934 #ue4 #android Change 3484766 on 2017/06/12 by Chris.Babcock Add missing log message for UsingHoudini #jira UE-45934 #ue4 #android Change 3485762 on 2017/06/12 by Chris.Babcock Check in Gradle TPS #jira none #ue4 #android Change 3486596 on 2017/06/13 by Jack.Porter Fixed merge error Change 3487559 on 2017/06/13 by Peter.Sauerbrei disable bEnableREmoteNotifications in binary builds #jira UE-44156 Change 3487875 on 2017/06/13 by Peter.Sauerbrei make it so we don't crash if the device isn't paired #jira UE-38247 Change 3487949 on 2017/06/13 by Peter.Sauerbrei fix for casing of DotNET in several locations from PR#3112 (portaloffreedom and Madh93) #jira UE-40396 Change 3488155 on 2017/06/13 by Peter.Sauerbrei fix for intermediate being lower cased when we want mixed case, keeps commandline txt file lower cased (original PR#2939 from kosz78, modified from that change) #jira UE-38737 Change 3488428 on 2017/06/13 by Chris.Babcock Fix permissions on gradlew on Mac and Linux #jira UE-46002 #ue4 #android Change 3488735 on 2017/06/13 by Dmitriy.Dyomin Removed MDG note about crash on none-mali devices Change 3488961 on 2017/06/14 by Dmitriy.Dyomin Fixed: scene capture component was applying only default ShowFlags in game Change 3489162 on 2017/06/14 by Jack.Porter Removed checkbox "Deferred Rendering with Metal" on iOS. This feature is no longer supported and will be replaced by a Metal 2-based renderer. #jira UE-41766 Change 3489192 on 2017/06/14 by Peter.Sauerbrei hide 32-bit and OpenGL options for IOS #jira none Change 3489207 on 2017/06/14 by Peter.Sauerbrei make the MetalMRT setting hidden instead of removed Change 3489593 on 2017/06/14 by Jack.Porter Removed the Android_All cook flavor as it's deprecated in favor of Android_Multi #jira UE-45469 Change 3491385 on 2017/06/15 by Dmitriy.Dyomin Fixed: SM_FireFX Particle not rendering for various Android texture compressions #jira UE-46083 Change 3491402 on 2017/06/15 by Dmitriy.Dyomin Fixed: Static + CSM shadows cause a crash #jira UE-46091 Change 3493586 on 2017/06/15 by Chris.Babcock Remove extra > in AndroidManifest #jira UE-46134 #ue4 #android Change 3496193 on 2017/06/16 by Chris.Babcock Fix DeviceProfileManager setting in WEX #jira UE-46176 #ue4 #android [CL 3496903 by Peter Sauerbrei in Main branch]
226 lines
8.6 KiB
C#
226 lines
8.6 KiB
C#
// Copyright 1998-2017 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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static string GetBlueprintPluginPathArgument(ProjectParams Params, bool Client, UnrealTargetPlatform TargetPlatform)
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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.RunAssetNativization)
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{
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ProjectParams.BlueprintPluginKey PluginKey = new ProjectParams.BlueprintPluginKey();
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PluginKey.Client = Client;
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PluginKey.TargetPlatform = TargetPlatform;
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FileReference CodePlugin = null;
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if(Params.BlueprintPluginPaths.TryGetValue(PluginKey, out CodePlugin))
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{
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if (FileReference.Exists(CodePlugin))
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{
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ScriptPluginArgs += "-PLUGIN \"" + CodePlugin + "\" ";
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}
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else
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{
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LogWarning("Failed to find generated plugin for Blueprint nativization [" + CodePlugin.FullName + "]. Nativization has run, but maybe there are no Blueprints which were converted?");
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}
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}
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else
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{
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LogWarning("BlueprintPluginPath for " + TargetPlatform + " " + (Client ? "client" : "server") + " was not found");
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}
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}
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return ScriptPluginArgs;
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}
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/// <summary>
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/// PlatformSupportsCrashReporter
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/// </summary>
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/// <param name="InPlatform">The platform of interest</param>
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/// <returns>True if the given platform supports a crash reporter client (i.e. it can be built for it)</returns>
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static public bool PlatformSupportsCrashReporter(UnrealTargetPlatform InPlatform)
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{
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return (
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(InPlatform == UnrealTargetPlatform.Win64) ||
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(InPlatform == UnrealTargetPlatform.Win32) ||
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(InPlatform == UnrealTargetPlatform.Linux) ||
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(InPlatform == UnrealTargetPlatform.Mac)
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);
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}
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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.SkipBuildEditor) && !Automation.IsEngineInstalled() && (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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// Additional compile arguments
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string AdditionalArgs = "";
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if (Params.MapFile)
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{
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AdditionalArgs += " -mapfile";
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}
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if (Params.Deploy || Params.Package)
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{
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AdditionalArgs += " -skipdeploy"; // skip deploy step in UBT if we going to do it later anyway
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}
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// Setup cooked targets
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if (Params.HasClientCookedTargets && (!Params.SkipBuildClient) && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
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{
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List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
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foreach (var BuildConfig in Params.ClientConfigsToBuild)
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{
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foreach (var ClientPlatformType in UniquePlatformTypes)
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{
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string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, true, ClientPlatformType);
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CrashReportPlatforms.Add(ClientPlatformType);
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Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs);
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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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List<UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
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foreach (var BuildConfig in Params.ServerConfigsToBuild)
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{
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foreach (var ServerPlatformType in UniquePlatformTypes)
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{
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string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, false, ServerPlatformType);
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CrashReportPlatforms.Add(ServerPlatformType);
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Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs);
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}
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}
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}
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if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (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 BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms)
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{
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if(Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType)))
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{
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Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
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}
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}
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}
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if (Params.CrashReporter && !Automation.IsEngineInstalled() && (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 (PlatformSupportsCrashReporter(CrashReportPlatform))
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{
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Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
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}
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}
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}
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if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
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{
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List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
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foreach (var BuildConfig in Params.ClientConfigsToBuild)
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{
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foreach (var ClientPlatformType in UniquePlatformTypes)
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{
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Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, 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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