You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
[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]
44 lines
935 B
C#
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 "";
|
|
}
|
|
}
|
|
}
|