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Some behavior changes: Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this. UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work. #rb ben.marsh [CL 14834347 by Joakim Lindqvist in ue5-main branch]
29 lines
820 B
Bash
Executable File
29 lines
820 B
Bash
Executable File
#!/bin/bash
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## Unreal Engine 4 XBuild setup script
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## Copyright Epic Games, Inc. All Rights Reserved.
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## This script is expecting to exist in the UE4/Engine/Build/BatchFiles directory. It will not work correctly
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## if you copy it to a different location and run it.
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echo
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echo Running XBuild...
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echo
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source "`dirname "$0"`/SetupEnvironment.sh" -dotnet "`dirname "$0"`"
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# put ourselves into Engine directory (two up from location of this script)
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pushd "`dirname "$0"`/../../.."
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if [ ! -f Build/BatchFiles/Linux/RunXBuild.sh ]; then
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echo RunXBuild ERROR: The batch file does not appear to be located in the /Engine/Build/BatchFiles directory. This script must be run from within that directory.
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exit 1
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fi
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dotnet msbuild /verbosity:quiet /nologo "$@" |grep -wi error
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if [ $? -ne 1 ]; then
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exit 1
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else
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exit 0
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fi
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