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This mainly covers the new Pixel Streaming plugin version along with minor changes to other parts of the engine: * removed multiple copies of FThread as it's now a part of Core * changes to SlateUser required to fix user input in Pixel Streaming This wasn't formally reviewed due to the size of Pixel Streaming changes, but was skimmed over by Zack Letters before integration #rb zack.letters [CL 9486237 by Andriy Tylychko in Main branch]
1135 lines
84 KiB
XML
1135 lines
84 KiB
XML
<?xml version='1.0' ?>
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<BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../../Engine/Build/Graph/Schema.xsd" >
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<!-- Helper option to make installed build for host platform only -->
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<Option Name="HostPlatformOnly" Restrict="true|false" DefaultValue="false" Description="A helper option to make an installed build for your host platform only, so that you don't have to disable each platform individually"/>
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<!-- Helper option to make an installed build with the host platform editor only -->
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<Option Name="HostPlatformEditorOnly" Restrict="true|false" DefaultValue="false" Description="A helper option to make an installed build for your host platform only, so that you don't have to disable each platform individually"/>
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<!-- Option to enable all target platforms by default, as we ship in the launcher. Note that this will require cross-compiling IOS on Windows. -->
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<Option Name="AllPlatforms" Restrict="true|false" DefaultValue="false" Description="Include all target platforms by default"/>
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<!-- Get default values for each platform being enabled -->
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<Property Name="DefaultWithWindows" Value="true"/>
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<Property Name="DefaultWithWindows" Value="false" If="$(HostPlatformEditorOnly) Or ($(HostPlatformOnly) And '$(HostPlatform)' != 'Win64')"/>
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<Property Name="DefaultWithMac" Value="true"/>
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<Property Name="DefaultWithMac" Value="false" If="$(HostPlatformEditorOnly) Or ($(HostPlatformOnly) And '$(HostPlatform)' != 'Mac')"/>
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<Property Name="DefaultWithLinux" Value="true"/>
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<Property Name="DefaultWithLinux" Value="false" If="$(HostPlatformEditorOnly) Or ($(HostPlatformOnly) And '$(HostPlatform)' != 'Linux')"/>
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<Property Name="DefaultWithPlatform" Value="true"/>
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<Property Name="DefaultWithPlatform" Value="false" If="$(HostPlatformEditorOnly) Or $(HostPlatformOnly)"/>
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<Property Name="DefaultWithIOS" Value="$(DefaultWithPlatform)"/>
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<Property Name="DefaultWithIOS" Value="false" If="'$(HostPlatform)' != 'Mac' And !$(AllPlatforms)"/>
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<!-- Setup default target platforms for Installed build if they haven't been specified on the commandline -->
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<Option Name="WithWin64" Restrict="true|false" DefaultValue="$(DefaultWithWindows)" Description="Include the Win64 target platform"/>
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<Option Name="WithWin32" Restrict="true|false" DefaultValue="$(DefaultWithWindows)" Description="Include the Win32 target platform"/>
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<Option Name="WithMac" Restrict="true|false" DefaultValue="$(DefaultWithMac)" Description="Include the Mac target platform"/>
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<Option Name="WithAndroid" Restrict="true|false" DefaultValue="$(DefaultWithPlatform)" Description="Include the Android target platform"/>
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<Option Name="WithIOS" Restrict="true|false" DefaultValue="$(DefaultWithIOS)" Description="Include the iOS target platform"/>
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<Option Name="WithTVOS" Restrict="true|false" DefaultValue="$(DefaultWithIOS)" Description="Include the tvOS target platform"/>
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<Option Name="WithLinux" Restrict="true|false" DefaultValue="$(DefaultWithLinux)" Description="Include the Linux target platform"/>
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<Option Name="WithLinuxAArch64" Restrict="true|false" DefaultValue="false" Description="Include the Linux AArch64 target platform"/>
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<Option Name="WithHTML5" Restrict="true|false" DefaultValue="$(DefaultWithPlatform)" Description="Include the HTML5 target platform"/>
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<Option Name="WithPS4" Restrict="true|false" DefaultValue="false" Description="Include the PS4 target platform"/>
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<Option Name="WithXboxOne" Restrict="true|false" DefaultValue="false" Description="Include the XboxOne target platform"/>
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<Option Name="WithSwitch" Restrict="true|false" DefaultValue="false" Description="Include the Switch target platform"/>
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<Option Name="WithLumin" Restrict="true|false" DefaultValue="$(DefaultWithPlatform)" Description="Include the Lumin target platform"/>
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<Option Name="WithHoloLens" Restrict="true|false" DefaultValue="$(DefaultWithWindows)" Description="Include the HoloLens target platform"/>
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<!-- Set up target types -->
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<Option Name="WithClient" Restrict="true|false" DefaultValue="false" Description="Include precompiled client targets"/>
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<Option Name="WithServer" Restrict="true|false" DefaultValue="false" Description="Include precompiled server targets"/>
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<!-- Whether to create a prebuilt DDC -->
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<Option Name="WithDDC" Restrict="true|false" DefaultValue="true" Description="Build a standalone derived-data cache for the engine content and templates" />
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<!-- Whether to build DDC for the host platform only -->
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<Option Name="HostPlatformDDCOnly" Restrict="true|false" DefaultValue="true" Description="Whether to include DDC for the host platform only"/>
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<!-- Whether to sign any executables produced -->
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<Option Name="SignExecutables" Restrict="true|false" DefaultValue="false" Description="Sign the executables produced where signing is available"/>
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<!-- The analytics type -->
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<Option Name="AnalyticsTypeOverride" DefaultValue="" Description="Identifier for analytic events to send"/>
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<!-- Whether to embed source server info (ie. P4 paths) into PDB files -->
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<Option Name="EmbedSrcSrvInfo" Restrict="true|false" DefaultValue="false" Description="Whether to add Source indexing to Windows game apps so they can be added to a symbol server"/>
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<!-- Which game configurations to include for packaged applications -->
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<Option Name="GameConfigurations" DefaultValue="DebugGame;Development;Shipping" Description="Which game configurations to include for packaged applications"/>
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<!-- Generate full debug info for binary editor and packaged application builds -->
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<Option Name="WithFullDebugInfo" Restrict="true|false" DefaultValue="false" Description="Generate full debug info for binary editor and packaged application builds"/>
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<!-- The local output directory -->
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<Property Name="LocalInstalledDir" Value="$(RootDir)/LocalBuilds/Engine/Windows"/>
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<Property Name="LocalInstalledDirMac" Value="$(RootDir)/LocalBuilds/Engine/Mac"/>
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<Property Name="LocalInstalledDirLinux" Value="$(RootDir)/LocalBuilds/Engine/Linux"/>
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<!-- Directory for storing build products like the Compressed DDC, Stripped and Signed files -->
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<Property Name="SavedOutput" Value="$(RootDir)/Engine/Saved"/>
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<!-- Directory for storing a stripped version of UAT for installed builds -->
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<Property Name="CsToolsDir" Value="$(SavedOutput)/CsTools"/>
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<!-- Directory for toolchains -->
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<Property Name="ToolchainDir" Value="$(RootDir)/Engine/Extras/ThirdPartyNotUE/SDKs"/>
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<!-- Architectures that we build for Android. NOTE: This should match the architectures specified in BuildPluginCommand. -->
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<Property Name="AndroidArchitectures" Value="armv7+arm64"/>
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<!-- Hololens Architectures -->
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<Property Name="HoloLensArchitectures" Value="x64+arm64+multi"/>
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<Property Name="AndroidGPUArchitectures" Value="es2"/>
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<Property Name="LuminGPUArchitectures" Value="es2"/>
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<!-- Compile flags for Windows Game binaries -->
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<Property Name="TargetDebugInfoArg" Value="-nodebuginfo"/>
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<Property Name="TargetDebugInfoArg" Value="" If="$(WithFullDebugInfo)"/>
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<!-- Compile flags for Windows targets -->
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<Property Name="VSCompilerArg" Value=""/>
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<!-- Names of the client and server targets to build -->
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<Property Name="OptionalClientTarget" Value=""/>
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<Property Name="OptionalClientTarget" Value="UE4Client" If="$(WithClient)"/>
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<Property Name="OptionalServerTarget" Value=""/>
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<Property Name="OptionalServerTarget" Value="UE4Server" If="$(WithServer)"/>
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<!-- Include the script that lists files and patterns used when creating an installed build -->
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<Include Script="InstalledEngineFilters.xml"/>
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<!-- Base editor and tools for compile on Windows -->
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<Agent Name="Editor Win64" Type="CompileWin64;Win64">
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<Node Name="Update Version Files">
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<Log Message="$(RootDir)"/>
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<SetVersion Change="$(Change)" Branch="$(EscapedBranch)" If="$(IsBuildMachine)"/>
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</Node>
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<Node Name="Compile UnrealHeaderTool Win64" Requires="Update Version Files">
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<Compile Target="UnrealHeaderTool" Platform="Win64" Configuration="Development" Arguments="-precompile -allmodules"/>
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</Node>
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<Node Name="Compile UE4Editor Win64" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Editor Win64;#UE4Editor Win64 Unstripped;#UE4Editor Win64 Stripped;#UE4Editor Win64 Unsigned;#UE4Editor Win64 Signed">
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<Compile Target="UE4Editor" Platform="Win64" Configuration="DebugGame" Tag="#UE4Editor Win64" Arguments="-precompile -allmodules"/>
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<Compile Target="UE4Editor" Platform="Win64" Configuration="Development" Tag="#UE4Editor Win64" Arguments="-precompile -allmodules"/>
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<Do If="$(EmbedSrcSrvInfo)">
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<!-- Embed source info into the PDB files. Should be done from this machine to ensure that paths are correct. -->
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<Log Message="Embedding source file information into PDB files..."/>
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<Tag Files="Engine/Source/...;Engine/Plugins/..." Filter="*.c;*.h;*.cpp;*.hpp;*.inl" Except="Engine/Source/ThirdParty/..." With="#SourceFiles"/>
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<SrcSrv BinaryFiles="#UE4Editor Win64" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
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</Do>
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<Tag Files="#UE4Editor Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions)" With="#UE4Editor Win64 Unstripped"/>
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<Switch>
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<Case If="'$(WithFullDebugInfo)' == true">
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<!-- Copy files for local debug builds -->
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<Copy Files="#UE4Editor Win64 Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
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</Case>
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<Default>
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<!-- Otherwise, strip the files for distribution -->
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Win64" Files="#UE4Editor Win64 Unstripped" Tag="#UE4Editor Win64 Stripped"/>
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</Default>
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</Switch>
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<Do If="'$(SignExecutables)' == true">
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<Tag Files="#UE4Editor Win64" Filter="$(WindowsSignFilter)" With="#UE4Editor Win64 Unsigned"/>
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<Copy Files="#UE4Editor Win64 Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Editor_ToSign_Win64"/>
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<Sign Files="#Editor_ToSign_Win64" Tag="#UE4Editor Win64 Signed"/>
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</Do>
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</Node>
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</Agent>
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<!-- Base editor and tools for compile on Mac -->
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<Agent Name="Editor Mac" Type="CompileMac;Mac">
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<Node Name="Compile UnrealHeaderTool Mac" Requires="Update Version Files">
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<Compile Target="UnrealHeaderTool" Platform="Mac" Configuration="Development" Arguments="-precompile -allmodules"/>
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</Node>
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<Node Name="Compile UE4Editor Mac" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Editor Mac;#UE4Editor Mac Unstripped;#UE4Editor Mac Stripped;#UE4Editor Mac Unsigned;#UE4Editor Mac Signed">
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<Compile Target="UE4Editor" Platform="Mac" Configuration="DebugGame" Tag="#UE4Editor Mac" Arguments="-precompile -allmodules"/>
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<Compile Target="UE4Editor" Platform="Mac" Configuration="Development" Tag="#UE4Editor Mac" Arguments="-precompile -allmodules"/>
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<Tag Files="#UE4Editor Mac" Filter="$(MacStripFilter)" With="#UE4Editor Mac Unstripped"/>
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<Switch>
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<Case If="'$(WithFullDebugInfo)' == true">
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<!-- Copy files for local debug builds -->
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<Copy Files="#UE4Editor Mac Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
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</Case>
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<Default>
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<!-- Otherwise, strip the files for distribution -->
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Mac" Files="#UE4Editor Mac Unstripped" Tag="#UE4Editor Mac Stripped"/>
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</Default>
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</Switch>
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<Do If="'$(SignExecutables)' == true">
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<Tag Files="#UE4Editor Mac" Filter="$(MacSignFilter)" With="#UE4Editor Mac Unsigned"/>
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<Copy Files="#UE4Editor Mac Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Editor_ToSign_Mac"/>
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<Sign Files="#Editor_ToSign_Mac" Tag="#UE4Editor Mac Signed"/>
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</Do>
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</Node>
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</Agent>
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<!-- Base editor and tools for compile on Linux -->
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<Agent Name="Editor Linux" Type="CompileWin64;Win64">
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<Node Name="Compile UnrealHeaderTool Linux" Requires="Update Version Files">
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<Compile Target="UnrealHeaderTool" Platform="Linux" Configuration="Development" Arguments="-precompile -allmodules"/>
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</Node>
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<Node Name="Compile UE4Editor Linux" Requires="Compile UnrealHeaderTool $(HostPlatform)" Produces="#UE4Editor Linux;#UE4Editor Linux Unstripped;#UE4Editor Linux Stripped">
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<Compile Target="UE4Editor" Platform="Linux" Configuration="DebugGame" Tag="#UE4Editor Linux" Arguments="-precompile -allmodules"/>
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<Compile Target="UE4Editor" Platform="Linux" Configuration="Development" Tag="#UE4Editor Linux" Arguments="-precompile -allmodules"/>
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<Tag Files="#UE4Editor Linux" Filter="$(LinuxStripFilter)" With="#UE4Editor Linux Unstripped"/>
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<Switch>
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<Case If="'$(WithFullDebugInfo)' == true">
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<!-- Copy files for local debug builds -->
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<Copy Files="#UE4Editor Linux Unstripped" From="$(RootDir)" To="$(SavedOutput)" Tag="#UE4Editor Linux Stripped"/>
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</Case>
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<Default>
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<!-- Otherwise, strip the files for distribution -->
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Linux" Files="#UE4Editor Linux Unstripped" Tag="#UE4Editor Linux Stripped"/>
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</Default>
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</Switch>
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</Node>
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</Agent>
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<!-- Target Platforms normally built from a Win64 machine -->
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<Agent Name="Target Win64" Type="CompileWin64;Win64">
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<Node Name="Compile UE4Game Win64" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game Win64;#UE4Game Win64 Unstripped;#UE4Game Win64 Stripped;#UE4Game Win64 Unsigned;#UE4Game Win64 Signed">
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<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget);$(OptionalServerTarget)">
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<ForEach Name="Configuration" Values="$(GameConfigurations)">
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<Compile Target="$(Target)" Platform="Win64" Configuration="$(Configuration)" Tag="#UE4Game Win64" Arguments="-precompile -allmodules -nolink $(VSCompilerArg) $(TargetDebugInfoArg)"/>
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<Compile Target="$(Target)" Platform="Win64" Configuration="$(Configuration)" Tag="#UE4Game Win64" Arguments="-precompile $(VSCompilerArg) $(TargetDebugInfoArg)" Clean="false"/>
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</ForEach>
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</ForEach>
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<Do If="$(EmbedSrcSrvInfo)">
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<!-- Embed source info into the PDB files. Should be done from this machine to ensure that paths are correct. -->
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<Log Message="Embedding source file information into PDB files..."/>
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<Tag Files="Engine/Source/...;Engine/Plugins/..." Filter="*.c;*.h;*.cpp;*.hpp;*.inl" Except="Engine/Source/ThirdParty/..." With="#SourceFiles"/>
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<SrcSrv BinaryFiles="#UE4Game Win64" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
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</Do>
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<Tag Files="#UE4Game Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions)" With="#UE4Game Win64 Unstripped"/>
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<Switch>
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<Case If="'$(WithFullDebugInfo)' == true">
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<!-- Copy files for local debug builds -->
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<Copy Files="#UE4Game Win64 Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
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</Case>
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<Default>
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<!-- Otherwise, strip the files for distribution -->
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Win64" Files="#UE4Game Win64 Unstripped" Tag="#UE4Game Win64 Stripped"/>
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</Default>
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</Switch>
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<Do If="'$(SignExecutables)' == true">
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<Tag Files="#UE4Game Win64" Filter="$(WindowsSignFilter)" With="#UE4Game Win64 Unsigned"/>
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<Copy Files="#UE4Game Win64 Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Game_ToSign_Win64"/>
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<Sign Files="#Game_ToSign_Win64" Tag="#UE4Game Win64 Signed"/>
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</Do>
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</Node>
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</Agent>
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<Agent Name="Target Win32" Type="CompileWin64;Win64">
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<Node Name="Compile UE4Game Win32" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game Win32;#UE4Game Win32 Unstripped;#UE4Game Win32 Stripped;#UE4Game Win32 Unsigned;#UE4Game Win32 Signed">
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<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
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<ForEach Name="Configuration" Values="$(GameConfigurations)">
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<Compile Target="$(Target)" Platform="Win32" Configuration="$(Configuration)" Tag="#UE4Game Win32" Arguments="-precompile -allmodules -nolink $(VSCompilerArg) $(TargetDebugInfoArg)"/>
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<Compile Target="$(Target)" Platform="Win32" Configuration="$(Configuration)" Tag="#UE4Game Win32" Arguments="-precompile $(VSCompilerArg) $(TargetDebugInfoArg)" Clean="false"/>
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</ForEach>
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</ForEach>
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<Do If="$(EmbedSrcSrvInfo)">
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<!-- Embed source info into the PDB files. Should be done from this machine to ensure that paths are correct. -->
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<Log Message="Embedding source file information into PDB files..."/>
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<Tag Files="Engine/Source/...;Engine/Plugins/..." Filter="*.c;*.h;*.cpp;*.hpp;*.inl" Except="Engine/Source/ThirdParty/..." With="#SourceFiles"/>
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<SrcSrv BinaryFiles="#UE4Game Win32" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
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</Do>
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<Tag Files="#UE4Game Win32" Filter="$(Win32StripFilter)" With="#UE4Game Win32 Unstripped"/>
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<Switch>
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<Case If="'$(WithFullDebugInfo)' == true">
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<!-- Copy files for local debug builds -->
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<Copy Files="#UE4Game Win32 Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
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</Case>
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<Default>
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<!-- Otherwise, strip the files for distribution -->
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Win32" Files="#UE4Game Win32 Unstripped" Tag="#UE4Game Win32 Stripped"/>
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</Default>
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</Switch>
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<Do If="'$(SignExecutables)' == true">
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<Tag Files="#UE4Game Win32" Filter="$(WindowsSignFilter)" With="#UE4Game Win32 Unsigned"/>
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<Copy Files="#UE4Game Win32 Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Game_ToSign_Win32"/>
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<Sign Files="#Game_ToSign_Win32" Tag="#UE4Game Win32 Signed"/>
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</Do>
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</Node>
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</Agent>
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<Agent Name="Target Linux" Type="CompileWin64;Win64">
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<Node Name="Compile UE4Game Linux" Requires="Compile UnrealHeaderTool $(HostPlatform)" Produces="#UE4Game Linux;#UE4Game Linux Unstripped;#UE4Game Linux Stripped">
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<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget);$(OptionalServerTarget)">
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<ForEach Name="Configuration" Values="$(GameConfigurations)">
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<Compile Target="$(Target)" Platform="Linux" Configuration="$(Configuration)" Tag="#UE4Game Linux" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
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<Compile Target="$(Target)" Platform="Linux" Configuration="$(Configuration)" Tag="#UE4Game Linux" Arguments="-precompile $(TargetDebugInfoArg)" Clean="false"/>
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</ForEach>
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</ForEach>
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<Tag Files="#UE4Game Linux" Filter="$(LinuxStripFilter)" With="#UE4Game Linux Unstripped"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Linux" Files="#UE4Game Linux Unstripped" Tag="#UE4Game Linux Stripped"/>
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</Node>
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</Agent>
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<Agent Name="Target LinuxAArch64" Type="CompileWin64;Win64">
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<Node Name="Compile UE4Game LinuxAArch64" Requires="Compile UnrealHeaderTool $(HostPlatform)" Produces="#UE4Game LinuxAArch64;#UE4Game LinuxAArch64 Unstripped;#UE4Game LinuxAArch64 Stripped">
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<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget);$(OptionalServerTarget)">
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<ForEach Name="Configuration" Values="$(GameConfigurations)">
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<Compile Target="$(Target)" Platform="LinuxAArch64" Configuration="$(Configuration)" Tag="#UE4Game LinuxAArch64" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
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<Compile Target="$(Target)" Platform="LinuxAArch64" Configuration="$(Configuration)" Tag="#UE4Game LinuxAArch64" Arguments="-precompile $(TargetDebugInfoArg)" Clean="false"/>
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</ForEach>
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</ForEach>
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|
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<Tag Files="#UE4Game LinuxAArch64" Filter="$(LinuxStripFilter)" With="#UE4Game LinuxAArch64 Unstripped"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="LinuxAArch64" Files="#UE4Game LinuxAArch64 Unstripped" Tag="#UE4Game LinuxAArch64 Stripped"/>
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</Node>
|
|
</Agent>
|
|
<Agent Name="Target Android" Type="CompileWin64;Win64">
|
|
<Node Name="Compile UE4Game Android" Requires="Compile UnrealHeaderTool $(HostPlatform)" Produces="#UE4Game Android;#UE4Game Android Unstripped;#UE4Game Android Stripped">
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<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
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<Compile Target="$(Target)" Platform="Android" Configuration="$(Configuration)" Tag="#UE4Game Android" Arguments="-precompile -allmodules -nolink -architectures=$(AndroidArchitectures) -gpuarchitectures=$(AndroidGPUArchitectures) $(TargetDebugInfoArg)"/>
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<Compile Target="$(Target)" Platform="Android" Configuration="$(Configuration)" Tag="#UE4Game Android" Arguments="-precompile -architectures=$(AndroidArchitectures) -gpuarchitectures=$(AndroidGPUArchitectures) $(TargetDebugInfoArg)" Clean="false"/>
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</ForEach>
|
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</ForEach>
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<Tag Files="#UE4Game Android" Filter="$(AndroidStripFilter)" With="#UE4Game Android Unstripped"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Android" Files="#UE4Game Android Unstripped" Tag="#UE4Game Android Stripped"/>
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</Node>
|
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</Agent>
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<Agent Name="Target HTML5" Type="CompileWin64;Win64">
|
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<Node Name="Compile UE4Game HTML5" Requires="Compile UnrealHeaderTool $(HostPlatform)" Produces="#UE4Game HTML5">
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<ForEach Name="Configuration" Values="$(GameConfigurations)">
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<Compile Target="UE4Game" Platform="HTML5" Configuration="$(Configuration)" Tag="#UE4Game HTML5" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
|
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<Compile Target="UE4Game" Platform="HTML5" Configuration="$(Configuration)" Tag="#UE4Game HTML5" Arguments="-precompile $(TargetDebugInfoArg)" Clean="false"/>
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</ForEach>
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</Node>
|
|
</Agent>
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<Agent Name="Target PS4" Type="CompileWin64;Win64">
|
|
<Node Name="Compile UE4Game PS4" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game PS4">
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|
|
<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="PS4" Configuration="$(Configuration)" Tag="#UE4Game PS4" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
|
|
<Compile Target="$(Target)" Platform="PS4" Configuration="$(Configuration)" Tag="#UE4Game PS4" Arguments="-precompile $(TargetDebugInfoArg)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
</Node>
|
|
</Agent>
|
|
<Agent Name="Target XboxOne" Type="CompileWin64;Win64">
|
|
<Node Name="Compile UE4Game XboxOne" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game XboxOne">
|
|
|
|
<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="XboxOne" Configuration="$(Configuration)" Tag="#UE4Game XboxOne" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
|
|
<Compile Target="$(Target)" Platform="XboxOne" Configuration="$(Configuration)" Tag="#UE4Game XboxOne" Arguments="-precompile $(TargetDebugInfoArg)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
</Node>
|
|
</Agent>
|
|
<Agent Name="Target Switch" Type="CompileWin64;Win64">
|
|
<Node Name="Compile UE4Game Switch" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game Switch" If="'$(WithSwitch)' == true">
|
|
|
|
<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Switch" Configuration="$(Configuration)" Tag="#UE4Game Switch" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
|
|
<Compile Target="$(Target)" Platform="Switch" Configuration="$(Configuration)" Tag="#UE4Game Switch" Arguments="-precompile $(TargetDebugInfoArg)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
</Node>
|
|
</Agent>
|
|
<Agent Name="Target HoloLens" Type="HoloLens">
|
|
<Node Name="Compile UE4Game HoloLens" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game HoloLens">
|
|
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="UE4Game" Platform="HoloLens" Configuration="$(Configuration)" Tag="#UE4Game HoloLens" Arguments="-precompile -allmodules -nolink -architecture=arm64 $(TargetDebugInfoArg)"/>
|
|
<Compile Target="UE4Game" Platform="HoloLens" Configuration="$(Configuration)" Tag="#UE4Game HoloLens" Arguments="-precompile -architecture=arm64 $(TargetDebugInfoArg)" Clean="false"/>
|
|
<Compile Target="UE4Game" Platform="HoloLens" Configuration="$(Configuration)" Tag="#UE4Game HoloLens" Arguments="-precompile -allmodules -nolink -architecture=x64 $(TargetDebugInfoArg)"/>
|
|
<Compile Target="UE4Game" Platform="HoloLens" Configuration="$(Configuration)" Tag="#UE4Game HoloLens" Arguments="-precompile -architecture=x64 $(TargetDebugInfoArg)" Clean="false"/>
|
|
</ForEach>
|
|
</Node>
|
|
</Agent>
|
|
<Agent Name="Target Lumin" Type="CompileWin64;Win64">
|
|
<Node Name="Compile UE4Game Lumin" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game Lumin;#UE4Game Lumin Unstripped;#UE4Game Lumin Stripped" If="'$(WithLumin)' == true">
|
|
|
|
<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Lumin" Configuration="$(Configuration)" Tag="#UE4Game Lumin" Arguments="-precompile -allmodules -nolink -architectures=$(AndroidArchitectures) -gpuarchitectures=$(LuminGPUArchitectures) $(TargetDebugInfoArg)"/>
|
|
<Compile Target="$(Target)" Platform="Lumin" Configuration="$(Configuration)" Tag="#UE4Game Lumin" Arguments="-precompile -architectures=$(AndroidArchitectures) -gpuarchitectures=$(LuminGPUArchitectures) $(TargetDebugInfoArg)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UE4Game Lumin" Filter="$(LuminStripFilter)" With="#UE4Game Lumin Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Lumin" Files="#UE4Game Lumin Unstripped" Tag="#UE4Game Lumin Stripped"/>
|
|
|
|
</Node>
|
|
</Agent>
|
|
|
|
<!-- Target Platforms normally built from a Mac machine -->
|
|
<Agent Name="Target Mac" Type="CompileMac;Mac">
|
|
<Node Name="Compile UE4Game Mac" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Game Mac;#UE4Game Mac Unstripped;#UE4Game Mac Stripped;#UE4Game Mac Unsigned;#UE4Game Mac Signed">
|
|
|
|
<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget);$(OptionalServerTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Mac" Configuration="$(Configuration)" Tag="#UE4Game Mac" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
|
|
<Compile Target="$(Target)" Platform="Mac" Configuration="$(Configuration)" Tag="#UE4Game Mac" Arguments="-precompile $(TargetDebugInfoArg)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UE4Game Mac" Filter="$(MacStripFilter)" With="#UE4Game Mac Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Mac" Files="#UE4Game Mac Unstripped" Tag="#UE4Game Mac Stripped"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<Tag Files="#UE4Game Mac" Filter="$(MacSignFilter)" With="#UE4Game Mac Unsigned"/>
|
|
<Copy Files="#UE4Game Mac Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Game_ToSign_Mac"/>
|
|
<Sign Files="#Game_ToSign_Mac" Tag="#UE4Game Mac Signed"/>
|
|
</Do>
|
|
|
|
</Node>
|
|
</Agent>
|
|
<Agent Name="Target IOS" Type="CompileMac;Mac">
|
|
<Node Name="Compile UE4Game IOS" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Game IOS;#UE4Game IOS Unstripped;#UE4Game IOS Stripped">
|
|
|
|
<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="IOS" Configuration="$(Configuration)" Tag="#UE4Game IOS" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
|
|
<Compile Target="$(Target)" Platform="IOS" Configuration="$(Configuration)" Tag="#UE4Game IOS" Arguments="-precompile -createstub $(TargetDebugInfoArg)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UE4Game IOS" Filter="$(IOSStripFilter)" With="#UE4Game IOS Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="IOS" Files="#UE4Game IOS Unstripped" Tag="#UE4Game IOS Stripped"/>
|
|
|
|
</Node>
|
|
</Agent>
|
|
<Agent Name="Target TVOS" Type="CompileMac;Mac">
|
|
<Node Name="Compile UE4Game TVOS" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Game TVOS;#UE4Game TVOS Unstripped;#UE4Game TVOS Stripped">
|
|
|
|
<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="TVOS" Configuration="$(Configuration)" Tag="#UE4Game TVOS" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg)"/>
|
|
<Compile Target="$(Target)" Platform="TVOS" Configuration="$(Configuration)" Tag="#UE4Game TVOS" Arguments="-precompile -createstub $(TargetDebugInfoArg)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UE4Game TVOS" Filter="$(TVOSStripFilter)" With="#UE4Game TVOS Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="TVOS" Files="#UE4Game TVOS Unstripped" Tag="#UE4Game TVOS Stripped"/>
|
|
|
|
</Node>
|
|
</Agent>
|
|
<Agent Name="Target LuminMac" Type="CompileMac;Mac">
|
|
<Node Name="Compile UE4Game LuminMac" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Game LuminMac;#UE4Game LuminMac Unstripped;#UE4Game LuminMac Stripped">
|
|
|
|
<ForEach Name="Target" Values="UE4Game;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Lumin" Configuration="$(Configuration)" Tag="#UE4Game LuminMac" Arguments="-precompile -allmodules -nolink -architectures=$(AndroidArchitectures) -gpuarchitectures=$(LuminGPUArchitectures) $(TargetDebugInfoArg)" AllowParallelExecutor="false"/>
|
|
<Compile Target="$(Target)" Platform="Lumin" Configuration="$(Configuration)" Tag="#UE4Game LuminMac" Arguments="-precompile -architectures=$(AndroidArchitectures) -gpuarchitectures=$(LuminGPUArchitectures) $(TargetDebugInfoArg)" AllowParallelExecutor="false" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UE4Game LuminMac" Filter="$(LuminStripFilter)" With="#UE4Game LuminMac Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Lumin" Files="#UE4Game LuminMac Unstripped" Tag="#UE4Game LuminMac Stripped"/>
|
|
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="Tools Group Win64" Type="CompileWin64;Win64">
|
|
<Node Name="Build Tools Win64" Requires="Compile UnrealHeaderTool Win64">
|
|
<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="CrashReportClientEditor" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="UnrealWatchdog" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="UnrealCEFSubProcess" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="UnrealInsights" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="UnrealFrontend" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="UnrealLightmass" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="UnrealPak" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="UnrealMultiUserServer" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="UnrealDisasterRecoveryService" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="LiveCodingConsole" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="BootstrapPackagedGame" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
<Compile Target="BuildPatchTool" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64"/>
|
|
|
|
<Tag Files="Engine/Binaries/Win64/XGEControlWorker.exe" With="#Build Tools Win64"/>
|
|
<Tag Files="$(RootDir)/Engine/Saved/UnrealBuildTool/BuildConfiguration.Schema.xsd" With="#Build Tools Win64"/>
|
|
|
|
<Do If="$(EmbedSrcSrvInfo)">
|
|
<!-- Embed source info into the PDB files. Should be done from this machine to ensure that paths are correct. -->
|
|
<Log Message="Embedding source file information into PDB files..."/>
|
|
<Tag Files="Engine/Source/...;Engine/Plugins/..." Filter="*.c;*.h;*.cpp;*.hpp;*.inl" Except="Engine/Source/ThirdParty/..." With="#SourceFiles"/>
|
|
<SrcSrv BinaryFiles="#Build Tools Win64" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
|
|
</Do>
|
|
</Node>
|
|
<!-- Compile the C# tools. Copies files to a temporary directory first, to strip out all confidential folders and avoid sharing violations with the running version of UAT. -->
|
|
<Node Name="Build Tools CS" Requires="Update Version Files" Produces="#Build Tools CS Binaries">
|
|
<Delete Files="$(CsToolsDir)/..."/>
|
|
|
|
<!-- Copy Source and referenced libraries to a new location with Confidential folders removed-->
|
|
<Tag Files="Engine/Source/Programs/AutomationTool/..." Filter="*.csproj" Except="$(ConfidentialExceptions)" With="#UAT Projects"/>
|
|
<CsCompile Project="#UAT Projects" Configuration="Development" Platform="AnyCPU" TagReferences="#UATReferences" EnumerateOnly="true"/>
|
|
<Tag Files="Engine/Binaries/DotNET/...;Engine/Binaries/ThirdParty/Newtonsoft/...;Engine/Binaries/ThirdParty/VisualStudio/...;Engine/Source/Programs/...;Engine/Source/Editor/SwarmInterface/...;#UATReferences" Except="$(ConfidentialExceptions);AutomationTool.csproj.References" With="#RedistUATSource"/>
|
|
<Copy Files="#RedistUATSource" From="$(RootDir)" To="$(CsToolsDir)"/>
|
|
<Tag Files="$(CsToolsDir)/Engine/Source/Programs/AutomationTool/..." Filter="*.csproj" With="#RedistUATProjects"/>
|
|
|
|
<!-- Compile all the tools -->
|
|
<CsCompile Project="#RedistUATProjects" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<Do If="'$(HostPlatform)' == 'Win64'">
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/UnrealSwarm/SwarmCoordinator/SwarmCoordinator.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/UnrealSwarm/Agent/Agent.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Editor/SwarmInterface/DotNET/SwarmInterface.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/nDisplayLauncher/nDisplayLauncher.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/nDisplayListener/nDisplayListener.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/PS4/PS4DevKitUtil/PS4DevKitUtil.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries" If="'$(WithPS4)' == true"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/PS4/PS4SymbolTool/PS4SymbolTool.csproj" Configuration="Release" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries" If="'$(WithPS4)' == true"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/UnrealControls/UnrealControls.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
</Do>
|
|
|
|
<!-- Compile IPP. Mac/Linux bundled versions of Mono do not have Winforms, so we just use the existing one. -->
|
|
<Property Name="CompileIPP" Value="true"/>
|
|
<Property Name="CompileIPP" Value="false" If="'$(HostPlatform)' != 'Win64'"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/UnrealControls/UnrealControls.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries" EnumerateOnly="!$(CompileIPP)"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries" EnumerateOnly="!$(CompileIPP)"/>
|
|
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/NetworkProfiler/NetworkProfiler/NetworkProfiler.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries" TagReferences="#Build Tools CS Binaries;#Sign Binaries" If="'$(HostPlatform)' != 'Linux'"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/DeploymentServer/DeploymentServer.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/MobileDeviceInterface/MobileDeviceInterface.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/DeploymentInterface/DeploymentInterface.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/DeploymentServerLauncher/DeploymentServerLauncher.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(RootDir)/Engine/Platforms/HTML5/Source/Programs/HTML5/HTML5LaunchHelper/HTML5LaunchHelper.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
|
|
<!-- Sign the binaries -->
|
|
<Sign Files="#Sign Binaries" If="'$(SignExecutables)' == true"/>
|
|
</Node>
|
|
<Node Name="Build Tools Linux" Requires="Compile UnrealHeaderTool $(HostPlatform)">
|
|
<Compile Target="CrashReportClient" Platform="Linux" Configuration="Shipping"/>
|
|
<Compile Target="CrashReportClientEditor" Platform="Linux" Configuration="Shipping"/>
|
|
<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux"/>
|
|
<Compile Target="UnrealLightmass" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux"/>
|
|
<Compile Target="UnrealPak" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux"/>
|
|
<Compile Target="UnrealMultiUserServer" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux"/>
|
|
<Compile Target="UnrealDisasterRecoveryService" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux"/>
|
|
</Node>
|
|
<Node Name="Build Tools Win32" Requires="Compile UnrealHeaderTool Win64">
|
|
<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Win32" Tag="#Build Tools Win32"/>
|
|
<Compile Target="UnrealCEFSubProcess" Configuration="Development" Platform="Win32" Tag="#Build Tools Win32"/>
|
|
<Compile Target="BootstrapPackagedGame" Configuration="Shipping" Platform="Win32" Tag="#Build Tools Win32"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="Tools Group Mac" Type="CompileMac;Mac">
|
|
<Node Name="Build Tools Mac" Requires="Compile UnrealHeaderTool Mac">
|
|
<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="CrashReportClientEditor" Configuration="Shipping" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="UnrealCEFSubProcess" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="UnrealFrontend" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="UnrealLightmass" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="UnrealPak" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="UnrealMultiUserServer" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="UnrealDisasterRecoveryService" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="BuildPatchTool" Configuration="Shipping" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="DsymExporter" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="UE4EditorServices" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
<Compile Target="UnrealAtoS" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="FeaturePacks Group" Type="CompileWin64;Win64">
|
|
<Node Name="Make Feature Packs" Requires="Update Version Files;Build Tools $(HostPlatform)">
|
|
<!--Delete any pre-existing feature packs-->
|
|
<Delete Files="FeaturePacks/..."/>
|
|
<ForEach Name="TemplateName" Values="FP_FirstPerson;FP_FirstPersonBP;TP_2DSideScroller;TP_2DSideScrollerBP;TP_Flying;TP_FlyingBP;TP_HandheldARBP;TP_Puzzle;TP_PuzzleBP;TP_Rolling;TP_RollingBP;TP_SideScroller;TP_SideScrollerBP;TP_ThirdPerson;TP_ThirdPersonBP;TP_TopDown;TP_TopDownBP;TP_TwinStick;TP_TwinStickBP;TP_Vehicle;TP_VehicleAdv;TP_VehicleAdvBP;TP_VehicleBP;TP_VirtualRealityBP">
|
|
<PakFile Output="FeaturePacks/$(TemplateName).upack" Files="" ResponseFile="Templates/$(TemplateName)/contents.txt"/>
|
|
</ForEach>
|
|
<ForEach Name="SampleName" Values="MobileStarterContent;StarterContent">
|
|
<PakFile Output="FeaturePacks/$(SampleName).upack" Files="" ResponseFile="Samples/$(SampleName)/contents.txt"/>
|
|
</ForEach>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Property Name="DDCPlatformsWin64" Value="Windows"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+WindowsNoEditor" If="'$(WithWin64)' == true Or '$(WithWin32)' == true"/>
|
|
<Do If="'$(HostPlatformDDCOnly)' == false">
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+Android_ATC" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+IOS" If="'$(WithIOS)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+TVOS" If="'$(WithTVOS)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+LinuxNoEditor" If="'$(WithLinux)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+LinuxAArch64NoEditor" If="'$(WithLinuxAArch64)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+HTML5" If="'$(WithHTML5)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+PS4" If="'$(WithPS4)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+XboxOne" If="'$(WithXboxOne)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+Switch" If="'$(WithSwitch)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+Lumin" If="'$(WithLumin)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+HoloLens" If="'$(WithHoloLens)' == true"/>
|
|
</Do>
|
|
|
|
<Agent Name="DDC Group Win64" Type="Win64">
|
|
<Node Name="Build DDC Win64" Requires="#UE4Editor Win64;Build Tools Win64;Build Tools CS" Produces="#CompressedDDCWin64">
|
|
<!-- Get our temp dir -->
|
|
<Property Name="DDCDir" Value="$(RootDir)\LocalBuilds\InstalledDDC"/>
|
|
<Property Name="SavedDir" Value="$(SavedOutput)\Installed\Win64"/>
|
|
<!-- Delete all the old files -->
|
|
<Delete Files="$(DDCDir)\..."/>
|
|
<!-- Build up a list of files needed to build DDC -->
|
|
<CsCompile Project="Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" Configuration="Development" Platform="AnyCPU" Tag="#ToCopy" TagReferences="#ToCopy" EnumerateOnly="true"/>
|
|
<Tag Files="#Compile UnrealHeaderTool Win64;#UE4Editor Win64;#Build Tools Win64" With="#ToCopy"/>
|
|
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
|
|
<Tag Files="Engine\Content\..." Except="*.psd;*.pdn;*.fbx;*.po" With="#ToCopy"/>
|
|
<Tag Files="Engine\Config\..." Except="*.vdf" With="#ToCopy"/>
|
|
<Tag Files="Engine\Plugins\....uplugin;Engine\Plugins\...\Config\...;Engine\Plugins\...\Content\...;Engine\Plugins\...\Resources\...;Engine\Plugins\...\Shaders\...;Engine\Plugins\...\Templates\..." Except="Engine\Plugins\Runtime\TwitchLiveStreaming\...;Engine\Plugins\...\Binaries/Mac\..." With="#ToCopy"/>
|
|
<Tag Files="Engine\Shaders\..." With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\DotNET\Ionic.Zip.Reduced.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\DotNET\OneSky.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\DotNET\PS4\..." With="#ToCopy" If="'$(WithPS4)' == true"/>
|
|
<Tag Files="Templates\TemplateResources\..." With="#ToCopy"/>
|
|
<!-- Filter out the files not needed to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it. -->
|
|
<Tag Files="#ToCopy" Except="$(ConfidentialExceptions);$(RootDir)/.../Source/...;$(RootDir)/.../Intermediate/..." With="#FilteredCopyList"/>
|
|
<!-- Additional required files that would be removed by confidential filter. Note that conditions are evaluated before copying build products, so check against EpicInternal.txt -->
|
|
<Tag Files="Engine\Build\NotForLicensees\EpicInternal.txt" With="#FilteredCopyList" If="Exists('Engine\Build\NotForLicensees\EpicInternal.txt')"/>
|
|
<Tag Files="Engine\Binaries\Win64\NotForLicensees\ShaderCompileWorker.modules" With="#FilteredCopyList" If="Exists('Engine\Build\NotForLicensees\EpicInternal.txt')"/>
|
|
<Tag Files="Engine\Binaries\Win64\NotForLicensees\ShaderCompileWorker-DDCUtils.dll" With="#FilteredCopyList" If="Exists('Engine\Build\NotForLicensees\EpicInternal.txt')"/>
|
|
<Tag Files="Engine\Binaries\Win64\NotForLicensees\UE4Editor.modules" With="#FilteredCopyList" If="Exists('Engine\Build\NotForLicensees\EpicInternal.txt')"/>
|
|
<Tag Files="Engine\Binaries\Win64\NotForLicensees\UE4Editor-DDCUtils.dll" With="#FilteredCopyList" If="Exists('Engine\Build\NotForLicensees\EpicInternal.txt')"/>
|
|
<!-- Copy everything to a temporary directory -->
|
|
<Copy From="$(RootDir)" To="$(DDCDir)" Files="#FilteredCopyList"/>
|
|
<Copy From="$(CsToolsDir)" To="$(DDCDir)" Files="#Build Tools CS Binaries"/>
|
|
|
|
<Command Name="BuildDerivedDataCache" Arguments="-TempDir="$(DDCDir)" -FeaturePacks="$(ProjectsToBuildDDC)" -TargetPlatforms=$(DDCPlatformsWin64) -HostPlatform=Win64 -SavedDir="$(SavedDir)""/>
|
|
|
|
<Tag Files="$(SavedDir)/Engine/DerivedDataCache/Compressed.ddp" With="#CompressedDDCWin64"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Property Name="DDCPlatformsMac" Value="Mac"/>
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+MacNoEditor" If="'$(WithMac)' == true"/>
|
|
<Do If="'$(HostPlatformDDCOnly)' == false">
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+Android_ATC" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+IOS" If="'$(WithIOS)' == true"/>
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+TVOS" If="'$(WithTVOS)' == true"/>
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+HTML5" If="'$(WithHTML5)' == true"/>
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+Lumin" If="'$(WithLumin)' == true"/>
|
|
</Do>
|
|
|
|
<Agent Name="DDC Group Mac" Type="Mac">
|
|
<Node Name="Build DDC Mac" Requires="#UE4Editor Mac;Build Tools Mac;#Build Tools CS Binaries" Produces="#CompressedDDCMac">
|
|
<!-- Get our temp dir -->
|
|
<Property Name="DDCDir" Value="$(RootDir)/LocalBuilds/InstalledDDC"/>
|
|
<Property Name="SavedDir" Value="$(SavedOutput)/Installed/Mac"/>
|
|
<!-- Delete all the old files -->
|
|
<Delete Files="$(DDCDir)/..."/>
|
|
<!-- Build up a list of files needed to build DDC -->
|
|
<Tag Files="#Compile UnrealHeaderTool Mac;#UE4Editor Mac;#Build Tools Mac" With="#ToCopy"/>
|
|
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
|
|
<Tag Files="Engine/Content/..." Except="*.psd;*.pdn;*.fbx;*.po" With="#ToCopy"/>
|
|
<Tag Files="Engine/Config/..." Except="*.vdf" With="#ToCopy"/>
|
|
<Tag Files="Engine/Plugins/....uplugin;Engine/Plugins/.../Config/...;Engine/Plugins/.../Content/...;Engine/Plugins/.../Resources/...;Engine/Plugins/.../Shaders/...;Engine/Plugins/.../Templates/..." Except="Engine/Plugins/Runtime/TwitchLiveStreaming/...;Engine/Plugins/.../Binaries/Win64/...;Engine/Plugins/.../Binaries/Win32/..." With="#ToCopy"/>
|
|
<Tag Files="Engine/Shaders/..." With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/Ionic.Zip.Reduced.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/OneSky.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/PS4/..." With="#ToCopy" If="'$(WithPS4)' == true"/>
|
|
<Tag Files="Templates/TemplateResources/..." With="#ToCopy"/>
|
|
<!-- Filter out the files not needed to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it. -->
|
|
<Tag Files="#ToCopy" Except="$(ConfidentialExceptions);$(RootDir)/.../Source/...;$(RootDir)/.../Intermediate/..." With="#FilteredCopyList"/>
|
|
<!-- Additional required files that would be removed by confidential filter -->
|
|
<Tag Files="Engine/Build/NotForLicensees/EpicInternal.txt" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<Tag Files="Engine/Binaries/Mac/NotForLicensees/ShaderCompileWorker.modules" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<Tag Files="Engine/Binaries/Mac/NotForLicensees/ShaderCompileWorker-DDCUtils.dylib" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<Tag Files="Engine/Binaries/Mac/NotForLicensees/UE4Editor.modules" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<Tag Files="Engine/Binaries/Mac/NotForLicensees/UE4Editor-DDCUtils.dylib" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<!-- Copy everything to a temporary directory -->
|
|
<Copy From="$(RootDir)" To="$(DDCDir)" Files="#FilteredCopyList"/>
|
|
<Copy From="$(CsToolsDir)" To="$(DDCDir)" Files="#Build Tools CS Binaries"/>
|
|
|
|
<Command Name="BuildDerivedDataCache" Arguments="-TempDir="$(DDCDir)" -FeaturePacks="$(ProjectsToBuildDDC)" -TargetPlatforms=$(DDCPlatformsMac) -HostPlatform=Mac -SavedDir="$(SavedDir)""/>
|
|
|
|
<Tag Files="$(SavedDir)/Engine/DerivedDataCache/Compressed.ddp" With="#CompressedDDCMac"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Property Name="DDCPlatformsLinux" Value="Linux"/>
|
|
<Property Name="DDCPlatformsLinux" Value="$(DDCPlatformsLinux)+LinuxNoEditor" If="'$(WithLinux)' == true"/>
|
|
<Do If="'$(HostPlatformDDCOnly)' == false">
|
|
<Property Name="DDCPlatformsLinux" Value="$(DDCPlatformsLinux)+LinuxAArch64NoEditor" If="'$(WithLinuxAArch64)' == true"/>
|
|
</Do>
|
|
|
|
<Agent Name="DDC Group Linux" Type="Linux;Win64">
|
|
<!-- Additionally require the Win64 editor binaries if building on win64 -->
|
|
<Property Name="DDCLinuxRequires" Value="#UE4Editor Linux;Build Tools Linux;#Build Tools CS Binaries"/>
|
|
<Property Name="DDCLinuxRequires" Value="$(DDCLinuxRequires);#UE4Editor Win64;#Build Tools Win64" If="'$(HostPlatform)' == 'Win64'"/>
|
|
<Node Name="Build DDC Linux" Requires="$(DDCLinuxRequires)" Produces="#CompressedDDCLinux">
|
|
<!-- Get our temp dir -->
|
|
<Property Name="DDCDir" Value="$(RootDir)/LocalBuilds/InstalledDDC"/>
|
|
<Property Name="SavedDir" Value="$(SavedOutput)/Installed/Linux"/>
|
|
<!-- Delete all the old files -->
|
|
<Delete Files="$(DDCDir)/..."/>
|
|
<!-- Build up a list of files needed to build DDC -->
|
|
<CsCompile Project="Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" Configuration="Development" Platform="AnyCPU" Tag="#ToCopy" TagReferences="#ToCopy" EnumerateOnly="true"/>
|
|
<Tag Files="#Compile UnrealHeaderTool $(HostPlatform);#UE4Editor Linux;#Build Tools Linux" With="#ToCopy"/>
|
|
<Tag Files="#UE4Editor Win64;#Build Tools Win64" With="#ToCopy" If="'$(HostPlatform)' == 'Win64'"/>
|
|
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
|
|
<Tag Files="Engine/Content/..." Except="*.psd;*.pdn;*.fbx;*.po" With="#ToCopy"/>
|
|
<Tag Files="Engine/Config/..." Except="*.vdf" With="#ToCopy"/>
|
|
<Tag Files="Engine/Plugins/....uplugin;Engine/Plugins/.../Config/...;Engine/Plugins/.../Content/...;Engine/Plugins/.../Resources/...;Engine/Plugins/.../Shaders/...;Engine/Plugins/.../Templates/..." Except="Engine/Plugins/Runtime/TwitchLiveStreaming/...;Engine/Plugins/.../Binaries/Win32/...;Engine/Plugins/.../Binaries/Mac/..." With="#ToCopy"/>
|
|
<Tag Files="Engine/Shaders/..." With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/Ionic.Zip.Reduced.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/OneSky.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/PS4/..." With="#ToCopy" If="'$(WithPS4)' == true"/>
|
|
<Tag Files="Templates/TemplateResources/..." With="#ToCopy"/>
|
|
<!-- Filter out the files not needed to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it. -->
|
|
<Tag Files="#ToCopy" Except="$(ConfidentialExceptions);$(RootDir)/.../Source/...;$(RootDir)/.../Intermediate/..." With="#FilteredCopyList"/>
|
|
<!-- Additional required files that would be removed by confidential filter -->
|
|
<Tag Files="Engine/Build/NotForLicensees/EpicInternal.txt" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<!-- When running on Linux -->
|
|
<Tag Files="Engine/Binaries/Linux/NotForLicensees/ShaderCompileWorker.modules" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<Tag Files="Engine/Binaries/Linux/NotForLicensees/libShaderCompileWorker-DDCUtils.so" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<Tag Files="Engine/Binaries/Linux/NotForLicensees/UE4Editor.modules" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<Tag Files="Engine/Binaries/Linux/NotForLicensees/libUE4Editor-DDCUtils.so" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt')"/>
|
|
<!-- When running on Windows -->
|
|
<Tag Files="Engine/Binaries/Win64/NotForLicensees/ShaderCompileWorker.modules" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt') And '$(HostPlatform)' == 'Win64'"/>
|
|
<Tag Files="Engine/Binaries/Win64/NotForLicensees/ShaderCompileWorker-DDCUtils.dll" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt') And '$(HostPlatform)' == 'Win64'"/>
|
|
<Tag Files="Engine/Binaries/Win64/NotForLicensees/UE4Editor.modules" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt') And '$(HostPlatform)' == 'Win64'"/>
|
|
<Tag Files="Engine/Binaries/Win64/NotForLicensees/UE4Editor-DDCUtils.dll" With="#FilteredCopyList" If="Exists('Engine/Build/NotForLicensees/EpicInternal.txt') And '$(HostPlatform)' == 'Win64'"/>
|
|
<!-- Copy everything to a temporary directory -->
|
|
<Copy From="$(RootDir)" To="$(DDCDir)" Files="#FilteredCopyList"/>
|
|
<Copy From="$(CsToolsDir)" To="$(DDCDir)" Files="#Build Tools CS Binaries"/>
|
|
|
|
<Command Name="BuildDerivedDataCache" Arguments="-TempDir="$(DDCDir)" -FeaturePacks=$(ProjectsToBuildDDC) -TargetPlatforms=$(DDCPlatformsLinux) -SavedDir="$(SavedDir)""/>
|
|
|
|
<Tag Files="$(SavedDir)/Engine/DerivedDataCache/Compressed.ddp" With="#CompressedDDCLinux"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="Installed Build Group Win64" Type="Win64">
|
|
<!-- Build up a list of requirements as some can be optional -->
|
|
<Property Name="InstalledRequirements" Value="Compile UnrealHeaderTool Win64;#UE4Editor Win64;#UE4Editor Win64 Unstripped;#UE4Editor Win64 Stripped;#UE4Editor Win64 Unsigned;#UE4Editor Win64 Signed;#Build Tools Win64;#Build Tools CS Binaries"/>
|
|
<!-- Optional Target Platform requirements -->
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game Win64;#UE4Game Win64 Unstripped;#UE4Game Win64 Stripped;#UE4Game Win64 Unsigned;#UE4Game Win64 Signed" If="'$(WithWin64)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game Win32;#UE4Game Win32 Unstripped;#UE4Game Win32 Stripped;#UE4Game Win32 Unsigned;#UE4Game Win32 Signed;#Build Tools Win32" If="'$(WithWin32)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game Android;#UE4Game Android Unstripped;#UE4Game Android Stripped" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game IOS;#UE4Game IOS Unstripped;#UE4Game IOS Stripped;#Compile UnrealHeaderTool Mac" If="'$(WithIOS)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game TVOS;#UE4Game TVOS Unstripped;#UE4Game TVOS Stripped" If="'$(WithTVOS)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game Linux;#UE4Game Linux Unstripped;#UE4Game Linux Stripped;#Build Tools Linux" If="'$(WithLinux)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game LinuxAArch64;#UE4Game LinuxAArch64 Unstripped;#UE4Game LinuxAArch64 Stripped" If="'$(WithLinuxAArch64)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game HTML5" If="'$(WithHTML5)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game PS4" If="'$(WithPS4)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game XboxOne" If="'$(WithXboxOne)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game Switch" If="'$(WithSwitch)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game Lumin" If="'$(WithLumin)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game HoloLens" If="'$(WithHoloLens)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#CompressedDDCWin64" If="'$(WithDDC)' == true"/>
|
|
<!-- Feature packs -->
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);Make Feature Packs"/>
|
|
|
|
<!-- Filters the build products required for an installed build into groups depending on whether they need to be stripped, signed or just copied -->
|
|
<Node Name="Make Installed Build Win64" Requires="$(InstalledRequirements)" Produces="#Installed Build Win64 Files">
|
|
|
|
<!-- Clear any existing files from the final location -->
|
|
<Delete Files="$(LocalInstalledDir)\..."/>
|
|
|
|
<!-- Define filter and exception properties for the installed build -->
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyEditorFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyEditorExceptions)"/>
|
|
|
|
<!-- Tag files that always need to be part of an installed build -->
|
|
<Tag Files="#Compile UnrealHeaderTool Win64" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Editor Win64" Except="#UE4Editor Win64 Unstripped;#UE4Editor Win64 Unsigned" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Editor Win64 Stripped;#UE4Editor Win64 Signed" With="#Saved Output"/>
|
|
<Tag Files="#Build Tools Win64;#Make Feature Packs" With="#Installed Win64"/>
|
|
|
|
<!-- Tag enabled target platforms -->
|
|
<Do If="'$(WithWin64)' == true">
|
|
<Tag Files="#UE4Game Win64" Except="#UE4Game Win64 Unstripped;#UE4Game Win64 Unsigned" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Game Win64 Stripped;#UE4Game Win64 Signed" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyWin64Filter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyWin64Exceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithWin32)' == true">
|
|
<Tag Files="#UE4Game Win32" Except="#UE4Game Win32 Unstripped;#UE4Game Win32 Unsigned;#Build Tools Win32" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Game Win32 Stripped;#UE4Game Win32 Signed" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyWin32Filter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyWin32Exceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithAndroid)' == true">
|
|
<Tag Files="#UE4Game Android" Except="#UE4Game Android Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Game Android Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyAndroidFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyAndroidExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithIOS)' == true">
|
|
<Tag Files="#UE4Game IOS;#Compile UnrealHeaderTool Mac" Except="#UE4Game IOS Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Game IOS Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyIOSFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyIOSExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithTVOS)' == true">
|
|
<Tag Files="#UE4Game TVOS" Except="#UE4Game TVOS Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Game TVOS Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyTVOSFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyTVOSExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithLinux)' == true">
|
|
<Tag Files="#UE4Game Linux;#Build Tools Linux" Except="#UE4Game Linux Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Game Linux Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLinuxFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLinuxExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithLinuxAArch64)' == true">
|
|
<Tag Files="#UE4Game LinuxAArch64" Except="#UE4Game LinuxAArch64 Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UE4Game LinuxAArch64 Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLinuxFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLinuxExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithHTML5)' == true">
|
|
<Tag Files="#UE4Game HTML5" With="#Installed Win64"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyHTML5Filter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyHTML5Exceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithPS4)' == true">
|
|
<Tag Files="#UE4Game PS4" With="#Installed Win64"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyPS4Filter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyPS4Exceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithXboxOne)' == true">
|
|
<Tag Files="#UE4Game XboxOne" With="#Installed Win64"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyXboxOneFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyXboxOneExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithSwitch)' == true">
|
|
<Tag Files="#UE4Game Switch" With="#Installed Win64"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopySwitchFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopySwitchExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithLumin)' == true">
|
|
<Tag Files="#UE4Game Lumin" With="#Installed Win64"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLuminFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLuminExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithHoloLens)' == true">
|
|
<Tag Files="#UE4Game HoloLens;#UE4Game HoloLens Includes" With="#Installed Win64"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyHoloLensFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyHoloLensExceptions)"/>
|
|
</Do>
|
|
<!-- Tag any dependencies from all previous build products -->
|
|
<Tag Files="#Installed Win64" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#Installed Win64"/>
|
|
|
|
<!-- Tag any additional dependencies -->
|
|
<Tag Files="#Installed Win64" Filter=".../DependencyList.txt;.../DependencyList-AllModules.txt" With="#DependencyLists"/>
|
|
<Tag FileLists="#DependencyLists" With="#Installed Win64" />
|
|
|
|
<!-- Confidential Exceptions - done last to ensure they never get overwritten -->
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);#DependencyLists;$(ConfidentialExceptions)"/>
|
|
|
|
<!-- Tag additional files needed for installed build -->
|
|
<Tag Files="$(CopyInstalledFilter)" With="#Installed Win64"/>
|
|
|
|
<!-- Tag Win64 files that need to be stripped -->
|
|
<Tag Files="#Compile UnrealHeaderTool Win64;#Build Tools Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions);$(CopyInstalledExceptions)" With="#Strip Tools for Installed Win64"/>
|
|
<Tag Files="#Build Tools Win32" Filter="$(Win32StripFilter)" Except="$(CopyInstalledExceptions)" With="#Strip Tools for Installed Win64" If="$(WithWin32)"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<!-- Tag files that need to be signed -->
|
|
<Tag Files="#Compile UnrealHeaderTool Win64;#Build Tools Win64" Filter="$(WindowsSignFilter)" Except="$(CopyInstalledExceptions);$(SignExceptions)" With="#Sign Tools for Installed Win64"/>
|
|
<Tag Files="#Build Tools Win32" Filter="$(WindowsSignFilter)" Except="$(CopyInstalledExceptions);$(SignExceptions)" With="#Sign Tools for Installed Win64" If="$(WithWin32)"/>
|
|
</Do>
|
|
|
|
<!-- Tag files that need to be copied directly -->
|
|
<Tag Files="#Installed Win64" Except="$(CopyInstalledExceptions);#Strip Tools for Installed Win64;#Sign Tools for Installed Win64" With="#Copy for Installed Win64"/>
|
|
<Copy Files="#Copy for Installed Win64" From="$(RootDir)" To="$(LocalInstalledDir)" Tag="#Installed Build Win64 Files"/>
|
|
<Copy Files="#Build Tools CS Binaries" From="$(CsToolsDir)" To="$(LocalInstalledDir)" Tag="#Installed Build Win64 Files"/>
|
|
|
|
<!-- Tag saved output that needs to be copied directly -->
|
|
<Tag BaseDir="$(SavedOutput)" Files="#Saved Output" Except="$(CopyInstalledExceptions)" With="#Copy Saved Output"/>
|
|
<Copy Files="#Copy Saved Output" From="$(SavedOutput)" To="$(LocalInstalledDir)" Tag="#Installed Build Win64 Files"/>
|
|
|
|
<!-- Strip required files into their final location -->
|
|
<Strip Files="#Strip Tools for Installed Win64" BaseDir="$(RootDir)" OutputDir="$(LocalInstalledDir)" Platform="Win64" Tag="#Installed Build Win64 Files"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<!-- Copy then Sign required files in their final location -->
|
|
<Copy Files="#Sign Tools for Installed Win64" From="$(RootDir)" To="$(LocalInstalledDir)" Tag="#Files to Sign"/>
|
|
<Sign Files="#Files to Sign" Tag="#Installed Build Win64 Files"/>
|
|
</Do>
|
|
|
|
<!-- Copy the compressed DDC -->
|
|
<Property Name="SavedDir" Value="$(SavedOutput)\Installed\Win64"/>
|
|
<Copy Files="#CompressedDDCWin64" From="$(SavedDir)" To="$(LocalInstalledDir)" If="'$(WithDDC)' == true" Tag="#Installed Build Win64 Files"/>
|
|
|
|
<!-- List all of the platforms that we only allow for content projects -->
|
|
<Property Name="ContentOnlyPlatforms" Value=""/>
|
|
|
|
<!-- Create command line arguments for any platforms that were built with additional architectures -->
|
|
<Property Name="ArchitectureCommands" Value=""/>
|
|
<Property Name="ArchitectureCommands" Value="$(ArchitectureCommands) -AndroidArchitectures=$(AndroidArchitectures) -AndroidGPUArchitectures=$(AndroidGPUArchitectures)" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="ArchitectureCommands" Value="$(ArchitectureCommands) -HoloLensArchitectures=$(HoloLensArchitectures)" If="'$(WithHoloLens)' == true"/>
|
|
|
|
<!-- Finalize the build and then tag the text file that this process creates -->
|
|
<Command Name="FinalizeInstalledBuild" Arguments="-OutputDir="$(LocalInstalledDir)" -ContentOnlyPlatforms=$(ContentOnlyPlatforms) $(ArchitectureCommands) -AnalyticsTypeOverride=$(AnalyticsTypeOverride)"/>
|
|
<Tag Files="$(LocalInstalledDir)/Engine/Build/InstalledBuild.txt" With="#Installed Build Win64 Files"/>
|
|
|
|
<!-- Sanitize all the receipts in the target directory -->
|
|
<Tag Files="#Installed Build Win64 Files" Filter="*.target" With="#Installed Build Win64 Receipts"/>
|
|
<SanitizeReceipt Files="#Installed Build Win64 Receipts" EngineDir="$(LocalInstalledDir)\Engine"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="Installed Build Group Mac" Type="Mac">
|
|
<!-- Build up a list of requirements as some can be optional -->
|
|
<Property Name="FilterRequirements" Value="#Compile UnrealHeaderTool Mac;#UE4Editor Mac;#UE4Editor Mac Unstripped;#UE4Editor Mac Stripped;#UE4Editor Mac Unsigned;#UE4Editor Mac Signed;#Build Tools Mac;#Build Tools CS Binaries"/>
|
|
|
|
<!-- Optional Target Platform requirements -->
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UE4Game Mac;#UE4Game Mac Unstripped;#UE4Game Mac Stripped;#UE4Game Mac Unsigned;#UE4Game Mac Signed" If="'$(WithMac)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UE4Game Android;#UE4Game Android Unstripped;#UE4Game Android Stripped" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UE4Game IOS;#UE4Game IOS Unstripped;#UE4Game IOS Stripped" If="'$(WithIOS)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UE4Game TVOS;#UE4Game TVOS Unstripped;#UE4Game TVOS Stripped" If="'$(WithTVOS)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UE4Game HTML5" If="'$(WithHTML5)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UE4Game LuminMac;#UE4Game LuminMac Unstripped;#UE4Game LuminMac Stripped" If="'$(WithLumin)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#CompressedDDCMac" If="'$(WithDDC)' == true"/>
|
|
|
|
<!-- Feature packs -->
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);Make Feature Packs"/>
|
|
|
|
<!-- Filters the build products required for an installed build into groups depending on whether they need to be stripped, signed or just copied-->
|
|
<Node Name="Make Installed Build Mac" Requires="$(FilterRequirements)" Produces="#Installed Build Mac Files">
|
|
<!-- Clear any existing files from the final location -->
|
|
<Delete Files="$(LocalInstalledDirMac)/..."/>
|
|
|
|
<!-- Define filter and exception properties for the installed build -->
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyEditorFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyEditorExceptions)"/>
|
|
|
|
<!-- Tag files that always need to be part of an installed build -->
|
|
<Tag Files="#Compile UnrealHeaderTool Mac" With="#Installed Mac"/>
|
|
<Tag Files="#UE4Editor Mac" Except="#UE4Editor Mac Unstripped;#UE4Editor Mac Unsigned" With="#Installed Mac"/>
|
|
<Tag Files="#UE4Editor Mac Stripped;#UE4Editor Mac Signed" With="#Saved Output"/>
|
|
<Tag Files="#Build Tools Mac;#Make Feature Packs" With="#Installed Mac"/>
|
|
|
|
<!-- Tag enabled target platforms -->
|
|
<Do If="'$(WithMac)' == true">
|
|
<Tag Files="#UE4Game Mac" Except="#UE4Game Mac Unstripped;#UE4Game Mac Unsigned" With="#Installed Mac"/>
|
|
<Tag Files="#UE4Game Mac Stripped;#UE4Game Mac Signed" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyMacFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyMacExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithAndroid)' == true">
|
|
<Tag Files="#UE4Game Android" Except="#UE4Game Android Unstripped" With="#Installed Mac"/>
|
|
<Tag Files="#UE4Game Android Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyAndroidFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyAndroidExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithIOS)' == true">
|
|
<Tag Files="#UE4Game IOS" Except="#UE4Game IOS Unstripped" With="#Installed Mac"/>
|
|
<Tag Files="#UE4Game IOS Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyIOSFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyIOSExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithTVOS)' == true">
|
|
<Tag Files="#UE4Game TVOS" Except="#UE4Game TVOS Unstripped" With="#Installed Mac"/>
|
|
<Tag Files="#UE4Game TVOS Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyTVOSFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyTVOSExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithHTML5)' == true">
|
|
<Tag Files="#UE4Game HTML5" With="#Installed Mac"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyHTML5Filter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyHTML5Exceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithLumin)' == true">
|
|
<Tag Files="#UE4Game LuminMac" Except="#UE4Game LuminMac Unstripped" With="#Installed Mac"/>
|
|
<Tag Files="#UE4Game LuminMac Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLuminFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLuminExceptions)"/>
|
|
</Do>
|
|
|
|
<!-- Tag any dependencies from all previous build products -->
|
|
<Tag Files="#Installed Mac" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#Installed Mac"/>
|
|
|
|
<!-- Tag any additional dependencies -->
|
|
<Tag Files="#Installed Mac" Filter=".../DependencyList.txt;.../DependencyList-AllModules.txt" With="#DependencyLists"/>
|
|
<Tag FileLists="#DependencyLists" With="#Installed Mac" />
|
|
|
|
<!-- Confidential Exceptions - done last to ensure they never get overwritten -->
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(ConfidentialExceptions);#DependencyLists"/>
|
|
|
|
<!-- Tag additional files needed for editor and platforms -->
|
|
<Tag Files="$(CopyInstalledFilter)" With="#Installed Mac"/>
|
|
|
|
<!-- Tag Mac files that need to be stripped -->
|
|
<Tag Files="#Compile UnrealHeaderTool Mac;#Build Tools Mac" Filter="$(MacStripFilter)" Except="$(CopyInstalledExceptions)" With="#Strip Tools for Installed Mac"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<!-- Tag files that need to be signed -->
|
|
<Tag Files="#Compile UnrealHeaderTool Mac;#Build Tools Mac" Filter="$(MacSignFilter)" Except="$(CopyInstalledExceptions);$(SignExceptions)" With="#Sign Tools for Installed Mac"/>
|
|
</Do>
|
|
|
|
<!-- Tag files that need to be copied directly -->
|
|
<Tag Files="#Installed Mac" Except="$(CopyInstalledExceptions);#Strip Tools for Installed Mac;#Sign Tools for Installed Mac" With="#Copy for Installed Mac"/>
|
|
<Copy Files="#Copy for Installed Mac" From="$(RootDir)" To="$(LocalInstalledDirMac)" Tag="#Installed Build Mac Files"/>
|
|
<Copy Files="#Build Tools CS Binaries" From="$(CsToolsDir)" To="$(LocalInstalledDirMac)" Tag="#Installed Build Mac Files"/>
|
|
|
|
<!-- Tag saved output that needs to be copied directly -->
|
|
<Tag BaseDir="$(SavedOutput)" Files="#Saved Output" Except="$(CopyInstalledExceptions)" With="#Copy Saved Output"/>
|
|
<Copy Files="#Copy Saved Output" From="$(SavedOutput)" To="$(LocalInstalledDirMac)" Tag="#Installed Build Mac Files"/>
|
|
|
|
<!-- Strip required files into their final location -->
|
|
<Strip Files="#Strip Tools for Installed Mac" BaseDir="$(RootDir)" OutputDir="$(LocalInstalledDirMac)" Platform="Mac" Tag="#Installed Build Mac Files"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<!-- Copy then Sign required files in their final location -->
|
|
<Copy Files="#Sign Tools for Installed Mac" From="$(RootDir)" To="$(LocalInstalledDirMac)" Tag="#Files to Sign"/>
|
|
<Sign Files="#Files to Sign" Tag="#Installed Build Mac Files"/>
|
|
</Do>
|
|
|
|
<!-- Copy the compressed DDC -->
|
|
<Property Name="SavedDir" Value="$(SavedOutput)/Installed/Mac"/>
|
|
<Copy Files="#CompressedDDCMac" From="$(SavedDir)" To="$(LocalInstalledDirMac)" If="'$(WithDDC)' == true" Tag="#Installed Build Mac Files"/>
|
|
|
|
<!-- Create command line arguments for any platforms that were built with additional architectures -->
|
|
<Property Name="ArchitectureCommands" Value=""/>
|
|
<Property Name="ArchitectureCommands" Value="$(ArchitectureCommands) -AndroidArchitectures=$(AndroidArchitectures) -AndroidGPUArchitectures=$(AndroidGPUArchitectures)" If="'$(WithAndroid)' == true"/>
|
|
<!-- Finalize the build and then tag the text file that this process creates -->
|
|
<Command Name="FinalizeInstalledBuild" Arguments="-OutputDir=$(LocalInstalledDirMac) $(ArchitectureCommands) -AnalyticsTypeOverride=$(AnalyticsTypeOverride)"/>
|
|
<Tag Files="$(LocalInstalledDirMac)/Engine/Build/InstalledBuild.txt" With="#Installed Build Mac Files"/>
|
|
|
|
<!-- Sanitize all the receipts in the target directory -->
|
|
<Tag Files="#Installed Build Mac Files" Filter="*.target" With="#Installed Build Mac Receipts"/>
|
|
<SanitizeReceipt Files="#Installed Build Mac Receipts" EngineDir="$(LocalInstalledDirMac)/Engine"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="Installed Build Group Linux" Type="Win64">
|
|
<!-- Build up a list of requirements as some can be optional -->
|
|
<Property Name="InstalledRequirements" Value="#Compile UnrealHeaderTool Linux;#UE4Editor Linux;#UE4Editor Linux Unstripped;#UE4Editor Linux Stripped;#Build Tools Linux;#Build Tools CS Binaries"/>
|
|
|
|
<!-- Optional Target Platform requirements -->
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game Linux;#UE4Game Linux Unstripped;#UE4Game Linux Stripped" If="'$(WithLinux)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UE4Game LinuxAArch64;#UE4Game LinuxAArch64 Unstripped;#UE4Game LinuxAArch64 Stripped" If="'$(WithLinuxAArch64)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#CompressedDDCLinux" If="'$(WithDDC)' == true"/>
|
|
|
|
<!-- Feature packs -->
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);Make Feature Packs"/>
|
|
|
|
<!-- Filters the build products required for an installed build into groups depending on whether they need to be stripped or just copied -->
|
|
<Node Name="Make Installed Build Linux" Requires="$(InstalledRequirements)" Produces="#Installed Build Linux Files">
|
|
|
|
<!-- Clear any existing files from the final location -->
|
|
<Delete Files="$(LocalInstalledDirLinux)\..."/>
|
|
|
|
<!-- Define filter and exception properties for the installed build -->
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyEditorFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyEditorExceptions)"/>
|
|
|
|
<!-- Tag files that always need to be part of an installed build -->
|
|
<Tag Files="#Compile UnrealHeaderTool Linux" With="#Installed Linux"/>
|
|
<Tag Files="#UE4Editor Linux" Except="#UE4Editor Linux Unstripped" With="#Installed Linux"/>
|
|
<Tag Files="#UE4Editor Linux Stripped" With="#Saved Output"/>
|
|
<Tag Files="#Build Tools Linux;#Make Feature Packs" With="#Installed Linux"/>
|
|
|
|
<!-- Tag enabled target platforms -->
|
|
<Do If="'$(WithLinux)' == true">
|
|
<Tag Files="#UE4Game Linux;#Build Tools Linux" Except="#UE4Game Linux Unstripped" With="#Installed Linux"/>
|
|
<Tag Files="#UE4Game Linux Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLinuxFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLinuxExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithLinuxAArch64)' == true">
|
|
<Tag Files="#UE4Game LinuxAArch64" Except="#UE4Game LinuxAArch64 Unstripped" With="#Installed Linux"/>
|
|
<Tag Files="#UE4Game LinuxAArch64 Stripped" With="#Saved Output"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLinuxFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLinuxExceptions)"/>
|
|
</Do>
|
|
|
|
<!-- Tag any dependencies from all previous build products -->
|
|
<Tag Files="#Installed Linux" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#Installed Linux"/>
|
|
|
|
<!-- Tag any additional dependencies -->
|
|
<Tag Files="#Installed Linux" Filter=".../DependencyList.txt;.../DependencyList-AllModules.txt" With="#DependencyLists"/>
|
|
<Tag FileLists="#DependencyLists" With="#Installed Linux" />
|
|
|
|
<!-- Confidential Exceptions - done last to ensure they never get overwritten -->
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(ConfidentialExceptions);#DependencyLists"/>
|
|
|
|
<!-- Tag additional files needed for installed build -->
|
|
<Tag Files="$(CopyInstalledFilter)" With="#Installed Linux"/>
|
|
|
|
<!-- Tag Linux files that need to be stripped -->
|
|
<Tag Files="#Compile UnrealHeaderTool Linux;#Build Tools Linux" Filter="$(LinuxStripFilter)" Except="$(CopyInstalledExceptions)" With="#Strip Tools for Installed Linux"/>
|
|
|
|
<!-- Tag files that need to be copied directly -->
|
|
<Tag Files="#Installed Linux" Except="$(CopyInstalledExceptions);#Strip Tools for Installed Linux" With="#Copy for Installed Linux"/>
|
|
<Copy Files="#Copy for Installed Linux" From="$(RootDir)" To="$(LocalInstalledDirLinux)" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- Tag saved output that needs to be copied directly -->
|
|
<Tag BaseDir="$(SavedOutput)" Files="#Saved Output" Except="$(CopyInstalledExceptions)" With="#Copy Saved Output"/>
|
|
<Copy Files="#Copy Saved Output" From="$(SavedOutput)" To="$(LocalInstalledDirLinux)" Tag="#Installed Build Linux Files"/>
|
|
<Copy Files="#Build Tools CS Binaries" From="$(CsToolsDir)" To="$(LocalInstalledDirLinux)" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- Strip required files into their final location -->
|
|
<Strip Files="#Strip Tools for Installed Linux" BaseDir="$(RootDir)" OutputDir="$(LocalInstalledDirLinux)" Platform="Linux" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- Copy the compressed DDC -->
|
|
<Property Name="SavedDir" Value="$(SavedOutput)\Installed\Linux"/>
|
|
<Copy Files="#CompressedDDCLinux" From="$(SavedDir)" To="$(LocalInstalledDirLinux)" If="'$(WithDDC)' == true" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- Copy the toolchain if it exists -->
|
|
<Property Name="LinuxToolchainDir" Value="$(ToolchainDir)/HostLinux"/>
|
|
<Copy Files="$(LinuxToolchainDir)/..." From="$(LinuxToolchainDir)" To="$(LocalInstalledDirLinux)/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux" If="Exists('$(LinuxToolchainDir)')" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- List all of the platforms that we only allow for content projects -->
|
|
<Property Name="ContentOnlyPlatforms" Value=""/>
|
|
|
|
<!-- Create command line arguments for any platforms that were built with additional architectures -->
|
|
<Property Name="ArchitectureCommands" Value=""/>
|
|
<Property Name="ArchitectureCommands" Value="$(ArchitectureCommands) -AndroidArchitectures=$(AndroidArchitectures) -AndroidGPUArchitectures=$(AndroidGPUArchitectures)" If="'$(WithAndroid)' == true"/>
|
|
|
|
<!-- Finalize the build and then tag the text file that this process creates -->
|
|
<Command Name="FinalizeInstalledBuild" Arguments="-OutputDir=$(LocalInstalledDirLinux) -ContentOnlyPlatforms=$(ContentOnlyPlatforms) $(ArchitectureCommands) -AnalyticsTypeOverride=$(AnalyticsTypeOverride)"/>
|
|
<Tag Files="$(LocalInstalledDirLinux)/Engine/Build/InstalledBuild.txt" With="#Installed Build Linux Files"/>
|
|
|
|
<!-- Sanitize all the receipts in the target directory -->
|
|
<Tag Files="#Installed Build Linux Files" Filter="*.target" With="#Installed Build Linux Files"/>
|
|
<SanitizeReceipt Files="#Installed Build Linux Receipts" EngineDir="$(LocalInstalledDirLinux)/Engine"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
</BuildGraph>
|