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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3105904 on 2016/08/30 by Ben.Marsh PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist) Change 3105974 on 2016/08/30 by Ben.Marsh PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans) Change 3106035 on 2016/08/30 by Ben.Marsh PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans) Change 3106172 on 2016/08/30 by Ben.Marsh UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line. #codreview Maciej.Mroz Change 3107642 on 2016/08/31 by Matthew.Griffin More Monolithic editor fixes Fixed IMPLEMENT_MODULE macros with incorrect module name Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD Fixed NiagaraConstants so that they can be used in multiple modules Change 3107808 on 2016/08/31 by Matthew.Griffin Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate Change 3111527 on 2016/09/02 by Matthew.Griffin Duplicating CL#3111524 from Release-4.13 stream Including Documentation/Extras in installed build Change 3117683 on 2016/09/08 by Ben.Marsh PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus) Change 3119707 on 2016/09/09 by Ben.Marsh UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files. Change 3120824 on 2016/09/12 by Ben.Marsh UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80. Change 3120996 on 2016/09/12 by Ben.Marsh Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line. #jira UE-35659 Change 3121353 on 2016/09/12 by Ben.Marsh Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies). Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3123144 on 2016/09/13 by Ben.Marsh BuildGraph: Fix exception due to mismatched argument lists. Change 3123160 on 2016/09/13 by Ben.Marsh Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc. Change 3123211 on 2016/09/13 by Ben.Marsh UBT: Fix exception writing a version manifest if the output directory does not exist. Change 3125300 on 2016/09/14 by Ben.Marsh UnrealVS: Few fixes to single-file compile command. * All documents are now saved before compile starts. * Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler. * Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects) Change 3125437 on 2016/09/14 by Ben.Marsh UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first. [CL 3126342 by Ben Marsh in Main branch]
463 lines
16 KiB
C#
463 lines
16 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Diagnostics;
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using System.IO;
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namespace UnrealBuildTool
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{
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class LinuxPlatformContext : UEBuildPlatformContext
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{
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public LinuxPlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.Linux, InProjectFile)
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{
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}
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/// <summary>
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/// The current architecture
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/// </summary>
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public override string GetActiveArchitecture()
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{
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return LinuxPlatform.DefaultArchitecture;
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}
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/// <summary>
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/// Get name for architecture-specific directories (can be shorter than architecture name itself)
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/// </summary>
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public override string GetActiveArchitectureFolderName()
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{
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// shorten the string (heuristically)
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string Arch = GetActiveArchitecture();
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uint Sum = 0;
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int Len = Arch.Length;
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for (int Index = 0; Index < Len; ++Index)
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{
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Sum += (uint)(Arch[Index]);
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Sum <<= 1; // allowed to overflow
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}
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return Sum.ToString("X");
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}
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/// <summary>
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/// Modify the rules for a newly created module, in a target that's being built for this platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "TargetPlatform")
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{
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bBuildShaderFormats = true;
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}
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}
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// allow standalone tools to use target platform modules, without needing Engine
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if (ModuleName == "TargetPlatform")
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{
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if (UEBuildConfiguration.bForceBuildTargetPlatforms)
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{
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Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxClientTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("AllDesktopTargetPlatform");
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}
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if (bBuildShaderFormats)
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{
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// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
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Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
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}
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}
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}
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/// <summary>
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/// Gives the platform a chance to 'override' the configuration settings
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/// that are overridden on calls to RunUBT.
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/// </summary>
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/// <param name="Configuration"> The UnrealTargetConfiguration being built</param>
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public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration)
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{
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ValidateUEBuildConfiguration();
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}
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/// <summary>
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/// Validate configuration for this platform
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/// NOTE: This function can/will modify BuildConfiguration!
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/// </summary>
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/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
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/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
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/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
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public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
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{
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UEBuildConfiguration.bCompileSimplygon = false;
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UEBuildConfiguration.bCompileSimplygonSSF = false;
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}
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/// <summary>
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/// Validate the UEBuildConfiguration for this platform
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/// This is called BEFORE calling UEBuildConfiguration to allow setting
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/// various fields used in that function such as CompileLeanAndMean...
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/// </summary>
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public override void ValidateUEBuildConfiguration()
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{
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if (ProjectFileGenerator.bGenerateProjectFiles)
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{
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// When generating project files we need intellisense generator to include info from all modules,
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// including editor-only third party libs
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UEBuildConfiguration.bCompileLeanAndMeanUE = false;
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}
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BuildConfiguration.bUseUnityBuild = true;
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// Don't stop compilation at first error...
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BuildConfiguration.bStopXGECompilationAfterErrors = true;
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BuildConfiguration.bUseSharedPCHs = false;
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}
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/// <summary>
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/// Setup the target environment for building
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/// </summary>
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/// <param name="InBuildTarget"> The target being built</param>
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public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_LINUX=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("LINUX=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_SUPPORTS_JEMALLOC=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0"); //@todo linux: valid?
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if (GetActiveArchitecture().StartsWith("arm"))
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
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}
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// link with Linux libraries.
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("pthread");
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// Disable Simplygon support if compiling against the NULL RHI.
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if (InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Contains("USE_NULL_RHI=1"))
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{
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UEBuildConfiguration.bCompileSimplygon = false;
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UEBuildConfiguration.bCompileSimplygonSSF = false;
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}
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if (InBuildTarget.TargetType == TargetRules.TargetType.Server)
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{
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// Localization shouldn't be needed on servers by default, and ICU is pretty heavy
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UEBuildConfiguration.bCompileICU = false;
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}
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}
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/// <summary>
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/// Whether this platform should create debug information or not
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/// </summary>
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/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
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/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
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/// <returns>bool true if debug info should be generated, false if not</returns>
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public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration)
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{
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switch (Configuration)
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{
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case UnrealTargetConfiguration.Development:
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case UnrealTargetConfiguration.Shipping:
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case UnrealTargetConfiguration.Test:
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case UnrealTargetConfiguration.Debug:
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default:
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return true;
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};
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}
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/// <summary>
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/// Creates a toolchain instance for the given platform.
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/// </summary>
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/// <param name="Platform">The platform to create a toolchain for</param>
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/// <returns>New toolchain instance.</returns>
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public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
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{
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return new LinuxToolChain(this);
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}
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/// <summary>
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/// Create a build deployment handler
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/// </summary>
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/// <param name="ProjectFile">The project file of the target being deployed. Used to find any deployment specific settings.</param>
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/// <param name="DeploymentHandler">The output deployment handler</param>
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/// <returns>True if the platform requires a deployment handler, false otherwise</returns>
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public override UEBuildDeploy CreateDeploymentHandler()
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{
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return null;
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}
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}
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class LinuxPlatform : UEBuildPlatform
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{
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/// <summary>
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/// Linux architecture (compiler target triplet)
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/// </summary>
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// FIXME: for now switching between architectures is hard-coded
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public const string DefaultArchitecture = "x86_64-unknown-linux-gnu";
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//static private string DefaultArchitecture = "arm-unknown-linux-gnueabihf";
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LinuxPlatformSDK SDK;
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/// <summary>
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/// Constructor
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/// </summary>
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public LinuxPlatform(LinuxPlatformSDK InSDK) : base(UnrealTargetPlatform.Linux, CPPTargetPlatform.Linux)
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{
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SDK = InSDK;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
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/// </summary>
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public override SDKStatus HasRequiredSDKsInstalled()
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{
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return SDK.HasRequiredSDKsInstalled();
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}
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/// <summary>
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/// Allows the platform to override whether the architecture name should be appended to the name of binaries.
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/// </summary>
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/// <returns>True if the architecture name should be appended to the binary</returns>
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public override bool RequiresArchitectureSuffix()
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{
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// Linux ignores architecture-specific names, although it might be worth it to prepend architecture
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return false;
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}
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public override bool CanUseXGE()
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{
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return true;
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}
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/// <summary>
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/// Get the extension to use for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
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public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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return ".so";
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case UEBuildBinaryType.Executable:
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return "";
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case UEBuildBinaryType.StaticLibrary:
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return ".a";
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case UEBuildBinaryType.Object:
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return ".o";
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case UEBuildBinaryType.PrecompiledHeader:
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return ".gch";
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}
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return base.GetBinaryExtension(InBinaryType);
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}
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/// <summary>
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/// Get the extension to use for debug info for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The debug info extension (i.e. 'pdb')</returns>
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public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
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{
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return "";
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}
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/// <summary>
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/// Whether PDB files should be used
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/// </summary>
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/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
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/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
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/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
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/// <returns>bool true if PDB files should be used, false if not</returns>
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public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
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{
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return true;
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}
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/// <summary>
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/// Modify the rules for a newly created module, where the target is a different host platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
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{
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "Engine")
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{
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxClientTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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}
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}
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}
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// allow standalone tools to use targetplatform modules, without needing Engine
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if (UEBuildConfiguration.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform")
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxClientTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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}
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}
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}
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/// <summary>
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/// Creates a context for the given project on the current platform.
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/// </summary>
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/// <param name="ProjectFile">The project file for the current target</param>
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/// <returns>New platform context object</returns>
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public override UEBuildPlatformContext CreateContext(FileReference ProjectFile)
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{
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return new LinuxPlatformContext(ProjectFile);
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}
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}
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class LinuxPlatformSDK : UEBuildPlatformSDK
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{
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/// <summary>
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/// This is the SDK version we support
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/// </summary>
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static private Dictionary<string, string> ExpectedSDKVersions = new Dictionary<string, string>()
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{
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{ "x86_64-unknown-linux-gnu", "v7_clang-3.7.0_ld-2.24_glibc-2.12.2" },
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{ "arm-unknown-linux-gnueabihf", "arm-unknown-linux-gnueabihf_v5_clang-3.5.0-ld-2.23.1-glibc-2.13" },
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};
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/// <summary>
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/// Platform name (embeds architecture for now)
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/// </summary>
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static private string TargetPlatformName = "Linux_x64";
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/// <summary>
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/// Whether platform supports switching SDKs during runtime
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/// </summary>
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/// <returns>true if supports</returns>
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protected override bool PlatformSupportsAutoSDKs()
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{
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return true;
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}
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/// <summary>
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/// Returns platform-specific name used in SDK repository
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/// </summary>
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/// <returns>path to SDK Repository</returns>
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public override string GetSDKTargetPlatformName()
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{
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return TargetPlatformName;
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}
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/// <summary>
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/// Returns SDK string as required by the platform
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/// </summary>
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/// <returns>Valid SDK string</returns>
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protected override string GetRequiredSDKString()
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{
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string SDKString;
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if (!ExpectedSDKVersions.TryGetValue(LinuxPlatform.DefaultArchitecture, out SDKString))
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{
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throw new BuildException("LinuxPlatform::GetRequiredSDKString: no toolchain set up for architecture '{0}'", LinuxPlatform.DefaultArchitecture);
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}
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return SDKString;
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}
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protected override String GetRequiredScriptVersionString()
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{
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return "3.0";
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}
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protected override bool PreferAutoSDK()
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{
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// having LINUX_ROOT set (for legacy reasons or for convenience of cross-compiling certain third party libs) should not make UBT skip AutoSDKs
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return true;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform
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/// </summary>
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protected override SDKStatus HasRequiredManualSDKInternal()
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{
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if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
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{
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return SDKStatus.Valid;
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}
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string BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
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// we don't have an LINUX_ROOT specified
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if (String.IsNullOrEmpty(BaseLinuxPath))
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return SDKStatus.Invalid;
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// paths to our toolchains
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BaseLinuxPath = BaseLinuxPath.Replace("\"", "");
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string ClangPath = Path.Combine(BaseLinuxPath, @"bin\Clang++.exe");
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if (File.Exists(ClangPath))
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return SDKStatus.Valid;
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return SDKStatus.Invalid;
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}
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}
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class LinuxPlatformFactory : UEBuildPlatformFactory
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{
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protected override UnrealTargetPlatform TargetPlatform
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{
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get { return UnrealTargetPlatform.Linux; }
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}
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/// <summary>
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/// Register the platform with the UEBuildPlatform class
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/// </summary>
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protected override void RegisterBuildPlatforms()
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{
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LinuxPlatformSDK SDK = new LinuxPlatformSDK();
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SDK.ManageAndValidateSDK();
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if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
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{
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bool bRegisterBuildPlatform = true;
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string EngineSourcePath = Path.Combine(ProjectFileGenerator.RootRelativePath, "Engine", "Source");
|
|
string LinuxTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");
|
|
|
|
if (File.Exists(LinuxTargetPlatformFile) == false)
|
|
{
|
|
bRegisterBuildPlatform = false;
|
|
}
|
|
|
|
if (bRegisterBuildPlatform == true)
|
|
{
|
|
// Register this build platform for Linux
|
|
if (BuildConfiguration.bPrintDebugInfo)
|
|
{
|
|
Console.WriteLine(" Registering for {0}", UnrealTargetPlatform.Linux.ToString());
|
|
}
|
|
UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK));
|
|
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|