Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidPlatformSDK.Versions.cs
josh adams f6381544e2 - Allow a project to override the Main SDK version for a platform (the platform's project Engine.ini would set
[OverrideSDK]
  SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e

[CL 25767233 by josh adams in ue5-main branch]
2023-06-02 13:42:59 -04:00

44 lines
935 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
namespace UnrealBuildTool
{
partial class AndroidPlatformSDK : UEBuildPlatformSDK
{
protected override string GetMainVersionInternal()
{
return "r25b";
}
public override string GetAutoSDKDirectoryForMainVersion()
{
return "-26";
}
protected override void GetValidVersionRange(out string MinVersion, out string MaxVersion)
{
MinVersion = "r25b";
MaxVersion = "r25b";
}
protected override void GetValidSoftwareVersionRange(out string? MinVersion, out string? MaxVersion)
{
MinVersion = MaxVersion = null;
}
public override string GetPlatformSpecificVersion(string VersionType)
{
switch (VersionType.ToLower())
{
case "platforms": return "android-33";
case "build-tools": return "33.0.1";
case "cmake": return "3.10.2.4988404";
case "ndk": return "25.1.8937393";
}
return "";
}
}
}