Files
UnrealEngineUWP/Engine/Source/Developer/DesktopPlatform/Private/DesktopPlatformBase.cpp
Ben Marsh 92ec2b8239 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS).

Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file.

Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it)

Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Adding config entries to determine which platforms/configurations are available

	Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build.

	A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid.

Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Copying UnrealGameSync into Engine/Source/Programs.

Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667)

Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target.

Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use.

Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to
PrecompileTargetsType.None.

	#codereview Matthew.Griffin

Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015

Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files.

Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Restore change to gather VC environment directly from registry.

#lockdown Nick.Penwarden

[CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00

1238 lines
40 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "DesktopPlatformPrivatePCH.h"
#include "DesktopPlatformBase.h"
#include "UProjectInfo.h"
#include "EngineVersion.h"
#include "ModuleManager.h"
#include "Json.h"
#define LOCTEXT_NAMESPACE "DesktopPlatform"
FDesktopPlatformBase::FDesktopPlatformBase()
{
LauncherInstallationTimestamp = FDateTime::MinValue();
}
FString FDesktopPlatformBase::GetEngineDescription(const FString& Identifier)
{
// Official release versions just have a version number
if(IsStockEngineRelease(Identifier))
{
return Identifier;
}
// Otherwise get the path
FString RootDir;
if(!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return FString();
}
// Convert it to a platform directory
FString PlatformRootDir = RootDir;
FPaths::MakePlatformFilename(PlatformRootDir);
// Perforce build
if (IsSourceDistribution(RootDir))
{
return FString::Printf(TEXT("Source build at %s"), *PlatformRootDir);
}
else
{
return FString::Printf(TEXT("Binary build at %s"), *PlatformRootDir);
}
}
FString FDesktopPlatformBase::GetCurrentEngineIdentifier()
{
if(CurrentEngineIdentifier.Len() == 0 && !GetEngineIdentifierFromRootDir(FPlatformMisc::RootDir(), CurrentEngineIdentifier))
{
CurrentEngineIdentifier.Empty();
}
return CurrentEngineIdentifier;
}
void FDesktopPlatformBase::EnumerateLauncherEngineInstallations(TMap<FString, FString> &OutInstallations)
{
// Cache the launcher install list if necessary
ReadLauncherInstallationList();
// We've got a list of launcher installations. Filter it by the engine installations.
for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
{
FString AppName = Iter.Key();
if(AppName.RemoveFromStart(TEXT("UE_"), ESearchCase::CaseSensitive))
{
OutInstallations.Add(AppName, Iter.Value());
}
}
}
void FDesktopPlatformBase::EnumerateLauncherSampleInstallations(TArray<FString> &OutInstallations)
{
// Cache the launcher install list if necessary
ReadLauncherInstallationList();
// We've got a list of launcher installations. Filter it by the engine installations.
for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
{
FString AppName = Iter.Key();
if(!AppName.StartsWith(TEXT("UE_"), ESearchCase::CaseSensitive))
{
OutInstallations.Add(Iter.Value());
}
}
}
void FDesktopPlatformBase::EnumerateLauncherSampleProjects(TArray<FString> &OutFileNames)
{
// Enumerate all the sample installation directories
TArray<FString> LauncherSampleDirectories;
EnumerateLauncherSampleInstallations(LauncherSampleDirectories);
// Find all the project files within them
for(int32 Idx = 0; Idx < LauncherSampleDirectories.Num(); Idx++)
{
TArray<FString> FileNames;
IFileManager::Get().FindFiles(FileNames, *(LauncherSampleDirectories[Idx] / TEXT("*.uproject")), true, false);
OutFileNames.Append(FileNames);
}
}
bool FDesktopPlatformBase::GetEngineRootDirFromIdentifier(const FString &Identifier, FString &OutRootDir)
{
// Get all the installations
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
// Find the one with the right identifier
for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
{
if (Iter->Key == Identifier)
{
OutRootDir = Iter->Value;
return true;
}
}
return false;
}
bool FDesktopPlatformBase::GetEngineIdentifierFromRootDir(const FString &RootDir, FString &OutIdentifier)
{
// Get all the installations
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
// Normalize the root directory
FString NormalizedRootDir = RootDir;
FPaths::CollapseRelativeDirectories(NormalizedRootDir);
FPaths::NormalizeDirectoryName(NormalizedRootDir);
// Find the label for the given directory
for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
{
if (Iter->Value == NormalizedRootDir)
{
OutIdentifier = Iter->Key;
return true;
}
}
// Otherwise just try to add it
return RegisterEngineInstallation(RootDir, OutIdentifier);
}
bool FDesktopPlatformBase::GetDefaultEngineIdentifier(FString &OutId)
{
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
bool bRes = false;
if (Installations.Num() > 0)
{
// Default to the first install
TMap<FString, FString>::TConstIterator Iter(Installations);
OutId = Iter.Key();
++Iter;
// Try to find the most preferred install
for(; Iter; ++Iter)
{
if(IsPreferredEngineIdentifier(Iter.Key(), OutId))
{
OutId = Iter.Key();
}
}
}
return bRes;
}
bool FDesktopPlatformBase::GetDefaultEngineRootDir(FString &OutDirName)
{
FString Identifier;
return GetDefaultEngineIdentifier(Identifier) && GetEngineRootDirFromIdentifier(Identifier, OutDirName);
}
bool FDesktopPlatformBase::IsPreferredEngineIdentifier(const FString &Identifier, const FString &OtherIdentifier)
{
int32 Version = ParseReleaseVersion(Identifier);
int32 OtherVersion = ParseReleaseVersion(OtherIdentifier);
if(Version != OtherVersion)
{
return Version > OtherVersion;
}
else
{
return Identifier > OtherIdentifier;
}
}
bool FDesktopPlatformBase::TryGetEngineVersion(const FString& RootDir, FEngineVersion& OutVersion)
{
// Read the file to a string
FString VersionText;
if(FFileHelper::LoadFileToString(VersionText, *(RootDir / TEXT("Engine/Build/Build.version"))))
{
// Deserialize a JSON object from the string
TSharedPtr< FJsonObject > Object;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(VersionText);
if(FJsonSerializer::Deserialize(Reader, Object) && Object.IsValid())
{
int32 MajorVersion = 0;
int32 MinorVersion = 0;
int32 PatchVersion = 0;
if(Object->TryGetNumberField(TEXT("MajorVersion"), MajorVersion) && Object->TryGetNumberField(TEXT("MinorVersion"), MinorVersion) && Object->TryGetNumberField(TEXT("PatchVersion"), PatchVersion))
{
int32 Changelist = 0;
if(!Object->TryGetNumberField(TEXT("Changelist"), Changelist))
{
Changelist = 0;
}
int32 IsLicenseeVersion = 0;
if(!Object->TryGetNumberField(TEXT("IsLicenseeVersion"), IsLicenseeVersion))
{
IsLicenseeVersion = 0;
}
FString BranchName;
if(!Object->TryGetStringField(TEXT("BranchName"), BranchName))
{
BranchName = FString();
}
int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
return true;
}
}
}
// Try to read the version file
FString VersionHeader;
if(FFileHelper::LoadFileToString(VersionHeader, *(RootDir / TEXT("Engine/Source/Runtime/Launch/Resources/Version.h"))))
{
int32 MajorVersion = -1;
int32 MinorVersion = -1;
int32 PatchVersion = -1;
int32 Changelist = 0;
int32 IsLicenseeVersion = 0;
FString BranchName;
// Scan the file for version defines
const TCHAR* TextPos = *VersionHeader;
while(*TextPos)
{
// Skip over any newlines
while(FChar::IsWhitespace(*TextPos))
{
TextPos++;
}
// Buffer up a line of tokens
TArray<FString> Tokens;
while(*TextPos != '\n' && *TextPos != 0)
{
if(*TextPos == ' ' || *TextPos == '\t' || *TextPos == '\r')
{
// Skip over whitespace
TextPos++;
}
else if(FChar::IsIdentifier(*TextPos))
{
// Parse an identifier. Exact C rules for an identifier don't really matter; we just need alphanumeric sequences.
const TCHAR* TokenStart = TextPos++;
while(FChar::IsIdentifier(*TextPos)) TextPos++;
Tokens.Add(FString(TextPos - TokenStart, TokenStart));
}
else if(*TextPos == '\"')
{
// Parse a string
const TCHAR* TokenStart = TextPos++;
while(*TextPos != 0 && (TextPos == TokenStart + 1 || *(TextPos - 1) != '\"')) TextPos++;
Tokens.Add(FString(TextPos - TokenStart, TokenStart));
}
else if(*TextPos == '/' && *(TextPos + 1) == '/')
{
// Skip a C++ style comment
TextPos += 2;
while(*TextPos != '\n' && *TextPos != 0) TextPos++;
}
else if(*TextPos == '/' && *(TextPos + 1) == '*' && *(TextPos + 2) != 0 && *(TextPos + 3) != 0)
{
// Skip a C-style comment
TextPos += 4;
while(*TextPos != 0 && (*(TextPos - 2) != '*' || *(TextPos - 1) != '/')) TextPos++;
}
else
{
// Take a single symbol character
Tokens.Add(FString(1, TextPos));
TextPos++;
}
}
// Check if it matches any version defines
if(Tokens.Num() >= 4 && Tokens[0] == "#" && Tokens[1] == "define")
{
if(FChar::IsDigit(Tokens[3][0]))
{
if(Tokens[2] == "ENGINE_MAJOR_VERSION")
{
MajorVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_MINOR_VERSION")
{
MinorVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_PATCH_VERSION")
{
PatchVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "BUILT_FROM_CHANGELIST")
{
Changelist = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_IS_LICENSEE_VERSION")
{
IsLicenseeVersion = FCString::Atoi(*Tokens[3]);
}
}
else if(Tokens[3].StartsWith("\"") && Tokens[3].EndsWith("\""))
{
if(Tokens[2] == "BRANCH_NAME")
{
BranchName = Tokens[3].TrimQuotes();
}
}
}
}
// If we have everything we need, fill in the version struct
if(MajorVersion != -1 && MinorVersion != -1 && PatchVersion != -1)
{
int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
return true;
}
}
return false;
}
bool FDesktopPlatformBase::IsStockEngineRelease(const FString &Identifier)
{
FGuid Guid;
return !FGuid::Parse(Identifier, Guid);
}
bool FDesktopPlatformBase::TryParseStockEngineVersion(const FString& Identifier, FEngineVersion& OutVersion)
{
TCHAR* End;
uint64 Major = FCString::Strtoui64(*Identifier, &End, 10);
if (Major > MAX_uint16 || *(End++) != '.')
{
return false;
}
uint64 Minor = FCString::Strtoui64(End, &End, 10);
if (Minor > MAX_uint16 || *End != 0)
{
return false;
}
OutVersion = FEngineVersion(Major, Minor, 0, 0, TEXT(""));
return true;
}
bool FDesktopPlatformBase::IsSourceDistribution(const FString &EngineRootDir)
{
// Check for the existence of a SourceBuild.txt file
FString SourceBuildPath = EngineRootDir / TEXT("Engine/Build/SourceDistribution.txt");
return (IFileManager::Get().FileSize(*SourceBuildPath) >= 0);
}
bool FDesktopPlatformBase::IsPerforceBuild(const FString &EngineRootDir)
{
// Check for the existence of a SourceBuild.txt file
FString PerforceBuildPath = EngineRootDir / TEXT("Engine/Build/PerforceBuild.txt");
return (IFileManager::Get().FileSize(*PerforceBuildPath) >= 0);
}
bool FDesktopPlatformBase::IsValidRootDirectory(const FString &RootDir)
{
// Check that there's an Engine\Binaries directory underneath the root
FString EngineBinariesDirName = RootDir / TEXT("Engine/Binaries");
FPaths::NormalizeDirectoryName(EngineBinariesDirName);
if(!IFileManager::Get().DirectoryExists(*EngineBinariesDirName))
{
return false;
}
// Also check there's an Engine\Build directory. This will filter out anything that has an engine-like directory structure but doesn't allow building code projects - like the launcher.
FString EngineBuildDirName = RootDir / TEXT("Engine/Build");
FPaths::NormalizeDirectoryName(EngineBuildDirName);
if(!IFileManager::Get().DirectoryExists(*EngineBuildDirName))
{
return false;
}
// Otherwise it's valid
return true;
}
bool FDesktopPlatformBase::SetEngineIdentifierForProject(const FString &ProjectFileName, const FString &InIdentifier)
{
// Load the project file
TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
if (!ProjectFile.IsValid())
{
return false;
}
// Check if the project is a non-foreign project of the given engine installation. If so, blank the identifier
// string to allow portability between source control databases. GetEngineIdentifierForProject will translate
// the association back into a local identifier on other machines or syncs.
FString Identifier = InIdentifier;
if(Identifier.Len() > 0)
{
FString RootDir;
if(GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
if(!Dictionary.IsForeignProject(ProjectFileName))
{
Identifier.Empty();
}
}
}
// Set the association on the project and save it
ProjectFile->SetStringField(TEXT("EngineAssociation"), Identifier);
return SaveProjectFile(ProjectFileName, ProjectFile);
}
bool FDesktopPlatformBase::GetEngineIdentifierForProject(const FString& ProjectFileName, FString& OutIdentifier)
{
OutIdentifier.Empty();
// Load the project file
TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
if(!ProjectFile.IsValid())
{
return false;
}
// Try to read the identifier from it
TSharedPtr<FJsonValue> Value = ProjectFile->TryGetField(TEXT("EngineAssociation"));
if(Value.IsValid() && Value->Type == EJson::String)
{
OutIdentifier = Value->AsString();
if(OutIdentifier.Len() > 0)
{
// If it's a path, convert it into an engine identifier
if(OutIdentifier.Contains(TEXT("/")) || OutIdentifier.Contains("\\"))
{
FString EngineRootDir = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ProjectFileName), OutIdentifier);
if(!GetEngineIdentifierFromRootDir(EngineRootDir, OutIdentifier))
{
return false;
}
}
return true;
}
}
// Otherwise scan up through the directory hierarchy to find an installation
FString ParentDir = FPaths::GetPath(ProjectFileName);
FPaths::NormalizeDirectoryName(ParentDir);
// Keep going until we reach the root
int32 SeparatorIdx;
while(ParentDir.FindLastChar(TEXT('/'), SeparatorIdx))
{
ParentDir.RemoveAt(SeparatorIdx, ParentDir.Len() - SeparatorIdx);
if(IsValidRootDirectory(ParentDir) && GetEngineIdentifierFromRootDir(ParentDir, OutIdentifier))
{
return true;
}
}
// Otherwise check the engine version string for 4.0, in case this project existed before the engine association stuff went in
FString EngineVersionString = ProjectFile->GetStringField(TEXT("EngineVersion"));
if(EngineVersionString.Len() > 0)
{
FEngineVersion EngineVersion;
if(FEngineVersion::Parse(EngineVersionString, EngineVersion) && EngineVersion.HasChangelist() && EngineVersion.ToString(EVersionComponent::Minor) == TEXT("4.0"))
{
OutIdentifier = TEXT("4.0");
return true;
}
}
return false;
}
bool FDesktopPlatformBase::OpenProject(const FString& ProjectFileName)
{
FPlatformProcess::LaunchFileInDefaultExternalApplication(*ProjectFileName);
return true;
}
bool FDesktopPlatformBase::CleanGameProject(const FString& ProjectDir, FString& OutFailPath, FFeedbackContext* Warn)
{
// Begin a task
Warn->BeginSlowTask(LOCTEXT("CleaningProject", "Removing stale build products..."), true);
// Enumerate all the files
TArray<FString> FileNames;
TArray<FString> DirectoryNames;
GetProjectBuildProducts(ProjectDir, FileNames, DirectoryNames);
// Remove all the files
for(int32 Idx = 0; Idx < FileNames.Num(); Idx++)
{
// Remove the file
if(!IFileManager::Get().Delete(*FileNames[Idx]))
{
OutFailPath = FileNames[Idx];
Warn->EndSlowTask();
return false;
}
// Update the progress
Warn->UpdateProgress(Idx, FileNames.Num() + DirectoryNames.Num());
}
// Remove all the directories
for(int32 Idx = 0; Idx < DirectoryNames.Num(); Idx++)
{
// Remove the directory
if(!IFileManager::Get().DeleteDirectory(*DirectoryNames[Idx], false, true))
{
OutFailPath = DirectoryNames[Idx];
Warn->EndSlowTask();
return false;
}
// Update the progress
Warn->UpdateProgress(Idx + FileNames.Num(), FileNames.Num() + DirectoryNames.Num());
}
// End the task
Warn->EndSlowTask();
return true;
}
bool FDesktopPlatformBase::CompileGameProject(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
{
// Get the project directory
FString ProjectDir = FPaths::GetPath(ProjectFileName);
// Get the target name. By default it'll be the same as the project name, but that might not be the case if the project was renamed.
FString TargetName = FPaths::GetBaseFilename(ProjectFileName);
if(!FPaths::FileExists(ProjectDir / FString::Printf(TEXT("Source/%sEditor.Target.cs"), *TargetName)))
{
// Find all the target files
TArray<FString> TargetFiles;
IFileManager::Get().FindFilesRecursive(TargetFiles, *(ProjectDir / TEXT("Source")), TEXT("*.target.cs"), true, false, false);
// Try to find a target that's clearly meant to be the editor. If there isn't one, let UBT fail with a sensible message without trying to do anything else smart.
for(const FString TargetFile: TargetFiles)
{
if(TargetFile.EndsWith("Editor.Target.cs"))
{
TargetName = FPaths::GetBaseFilename(FPaths::GetBaseFilename(TargetFile));
break;
}
}
}
// Build the argument list
FString Arguments = FString::Printf(TEXT("%s %s %s"), *TargetName, FModuleManager::Get().GetUBTConfiguration(), FPlatformMisc::GetUBTPlatform());
// Append the project name if it's a foreign project
if ( !ProjectFileName.IsEmpty() )
{
FUProjectDictionary ProjectDictionary(RootDir);
if(ProjectDictionary.IsForeignProject(ProjectFileName))
{
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
}
}
// Append any other options
Arguments += " -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE";
// Run UBT
return RunUnrealBuildTool(LOCTEXT("CompilingProject", "Compiling project..."), RootDir, Arguments, Warn);
}
bool FDesktopPlatformBase::GenerateProjectFiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
{
#if PLATFORM_MAC
FString Arguments = TEXT(" -xcodeprojectfile");
#elif PLATFORM_LINUX
FString Arguments = TEXT(" -makefile -kdevelopfile -qmakefile -cmakefile -codelitefile ");
#else
FString Arguments = TEXT(" -projectfiles");
#endif
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
{
// Figure out whether it's a foreign project
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
if(ProjectDictionary.IsForeignProject(ProjectFileName))
{
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
// Always include game source
Arguments += TEXT(" -game");
// Determine whether or not to include engine source
if(IsSourceDistribution(RootDir))
{
Arguments += TEXT(" -engine");
}
}
}
Arguments += TEXT(" -progress");
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
bool bRes = true;
Warn->BeginSlowTask(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), true, true);
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
{
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
bRes = BuildUnrealBuildTool(RootDir, *Warn);
}
if(bRes)
{
Warn->StatusUpdate(0, 1, LOCTEXT("GeneratingProjectFiles", "Generating project files..."));
bRes = RunUnrealBuildTool(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), RootDir, Arguments, Warn);
}
Warn->EndSlowTask();
return bRes;
}
bool FDesktopPlatformBase::InvalidateMakefiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
{
// Composes the target, platform, and config (eg, "QAGame Win64 Development")
FString Arguments = FString::Printf(TEXT("%s %s %s"), FApp::GetGameName(), FPlatformMisc::GetUBTPlatform(), FModuleManager::GetUBTConfiguration());
// -editorrecompile tells UBT to work out the editor target name from the game target name we provided (eg, converting "QAGame" to "QAGameEditor")
Arguments += TEXT(" -editorrecompile");
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
{
// Figure out whether it's a foreign project
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
if(ProjectDictionary.IsForeignProject(ProjectFileName))
{
Arguments += FString::Printf(TEXT(" \"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
}
}
// -invalidatemakefilesonly tells UBT to invalidate its UBT makefiles without building
Arguments += TEXT(" -invalidatemakefilesonly");
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
bool bRes = true;
Warn->BeginSlowTask(LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."), true, true);
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
{
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
bRes = BuildUnrealBuildTool(RootDir, *Warn);
}
if(bRes)
{
Warn->StatusUpdate(0, 1, LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."));
bRes = RunUnrealBuildTool(LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."), RootDir, Arguments, Warn);
}
Warn->EndSlowTask();
return bRes;
}
bool FDesktopPlatformBase::IsUnrealBuildToolAvailable()
{
// If using Rocket and the Rocket unreal build tool executable exists, then UBT is available. Otherwise check it can be built.
if (FApp::IsEngineInstalled())
{
return FPaths::FileExists(GetUnrealBuildToolExecutableFilename(FPaths::RootDir()));
}
else
{
return FPaths::FileExists(GetUnrealBuildToolProjectFileName(FPaths::RootDir()));
}
}
bool FDesktopPlatformBase::InvokeUnrealBuildToolSync(const FString& InCmdLineParams, FOutputDevice &Ar, bool bSkipBuildUBT, int32& OutReturnCode, FString& OutProcOutput)
{
void* PipeRead = nullptr;
void* PipeWrite = nullptr;
verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));
bool bInvoked = false;
FProcHandle ProcHandle = InvokeUnrealBuildToolAsync(InCmdLineParams, Ar, PipeRead, PipeWrite, bSkipBuildUBT);
if (ProcHandle.IsValid())
{
// rather than waiting, we must flush the read pipe or UBT will stall if it writes out a ton of text to the console.
while (FPlatformProcess::IsProcRunning(ProcHandle))
{
OutProcOutput += FPlatformProcess::ReadPipe(PipeRead);
FPlatformProcess::Sleep(0.1f);
}
bInvoked = true;
bool bGotReturnCode = FPlatformProcess::GetProcReturnCode(ProcHandle, &OutReturnCode);
check(bGotReturnCode);
}
else
{
bInvoked = false;
OutReturnCode = -1;
OutProcOutput = TEXT("");
}
FPlatformProcess::ClosePipe(PipeRead, PipeWrite);
return bInvoked;
}
FProcHandle FDesktopPlatformBase::InvokeUnrealBuildToolAsync(const FString& InCmdLineParams, FOutputDevice &Ar, void*& OutReadPipe, void*& OutWritePipe, bool bSkipBuildUBT)
{
FString CmdLineParams = InCmdLineParams;
#if PLATFORM_WINDOWS
if (_MSC_VER >= 1900)
{
CmdLineParams += TEXT(" -2015");
}
#endif // PLATFORM_WINDOWS
// UnrealBuildTool is currently always located in the Binaries/DotNET folder
FString ExecutableFileName = GetUnrealBuildToolExecutableFilename(FPaths::RootDir());
// Rocket never builds UBT, UnrealBuildTool should already exist
bool bSkipBuild = FApp::IsEngineInstalled() || bSkipBuildUBT;
if (!bSkipBuild)
{
// When not using rocket, we should attempt to build UBT to make sure it is up to date
// Only do this if we have not already successfully done it once during this session.
static bool bSuccessfullyBuiltUBTOnce = false;
if (!bSuccessfullyBuiltUBTOnce)
{
Ar.Log(TEXT("Building UnrealBuildTool..."));
if (BuildUnrealBuildTool(FPaths::RootDir(), Ar))
{
bSuccessfullyBuiltUBTOnce = true;
}
else
{
// Failed to build UBT
Ar.Log(TEXT("Failed to build UnrealBuildTool."));
return FProcHandle();
}
}
}
#if PLATFORM_LINUX
CmdLineParams += (" -progress");
#endif // PLATFORM_LINUX
Ar.Logf(TEXT("Launching UnrealBuildTool... [%s %s]"), *ExecutableFileName, *CmdLineParams);
#if PLATFORM_MAC
// On Mac we launch UBT with Mono
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
ExecutableFileName = TEXT("/bin/sh");
#elif PLATFORM_LINUX
// Real men run Linux (with Mono??)
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Linux/RunMono.sh"));
CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
ExecutableFileName = TEXT("/bin/bash");
#endif
// Run UnrealBuildTool
const bool bLaunchDetached = false;
const bool bLaunchHidden = true;
const bool bLaunchReallyHidden = bLaunchHidden;
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*ExecutableFileName, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, OutWritePipe);
if (!ProcHandle.IsValid())
{
Ar.Logf(TEXT("Failed to launch Unreal Build Tool. (%s)"), *ExecutableFileName);
}
return ProcHandle;
}
bool FDesktopPlatformBase::GetSolutionPath(FString& OutSolutionPath)
{
// Get the platform-specific suffix for solution files
#if PLATFORM_MAC
const TCHAR* Suffix = TEXT(".xcodeproj/project.pbxproj");
#elif PLATFORM_LINUX
const TCHAR* Suffix = TEXT(".workspace"); // FIXME: Should depend on PreferredAccessor setting
#else
const TCHAR* Suffix = TEXT(".sln");
#endif
// When using game specific uproject files, the solution is named after the game and in the uproject folder
if(FPaths::IsProjectFilePathSet())
{
FString SolutionPath = FPaths::GameDir() / FPaths::GetBaseFilename(FPaths::GetProjectFilePath()) + Suffix;
if(FPaths::FileExists(SolutionPath))
{
OutSolutionPath = SolutionPath;
return true;
}
}
// Otherwise, it is simply titled UE4.sln
FString DefaultSolutionPath = FPaths::RootDir() / FString(TEXT("UE4")) + Suffix;
if(FPaths::FileExists(DefaultSolutionPath))
{
OutSolutionPath = DefaultSolutionPath;
return true;
}
return false;
}
FString FDesktopPlatformBase::GetDefaultProjectCreationPath()
{
// My Documents
const FString DefaultProjectSubFolder = TEXT("Unreal Projects");
return FString(FPlatformProcess::UserDir()) + DefaultProjectSubFolder;
}
void FDesktopPlatformBase::ReadLauncherInstallationList()
{
FString InstalledListFile = FString(FPlatformProcess::ApplicationSettingsDir()) / TEXT("UnrealEngineLauncher/LauncherInstalled.dat");
// If the file does not exist, manually check for the 4.0 or 4.1 manifest
FDateTime NewListTimestamp = IFileManager::Get().GetTimeStamp(*InstalledListFile);
if(NewListTimestamp == FDateTime::MinValue())
{
if(LauncherInstallationList.Num() == 0)
{
CheckForLauncherEngineInstallation(TEXT("40003"), TEXT("UE_4.0"), LauncherInstallationList);
CheckForLauncherEngineInstallation(TEXT("1040003"), TEXT("UE_4.1"), LauncherInstallationList);
}
}
else if(NewListTimestamp != LauncherInstallationTimestamp)
{
// Read the installation manifest
FString InstalledText;
if (FFileHelper::LoadFileToString(InstalledText, *InstalledListFile))
{
// Deserialize the object
TSharedPtr< FJsonObject > RootObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(InstalledText);
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
{
// Parse the list of installations
TArray< TSharedPtr<FJsonValue> > InstallationList = RootObject->GetArrayField(TEXT("InstallationList"));
for(int32 Idx = 0; Idx < InstallationList.Num(); Idx++)
{
TSharedPtr<FJsonObject> InstallationItem = InstallationList[Idx]->AsObject();
FString AppName = InstallationItem->GetStringField(TEXT("AppName"));
FString InstallLocation = InstallationItem->GetStringField(TEXT("InstallLocation"));
if(AppName.Len() > 0 && InstallLocation.Len() > 0)
{
FPaths::NormalizeDirectoryName(InstallLocation);
LauncherInstallationList.Add(AppName, InstallLocation);
}
}
}
LauncherInstallationTimestamp = NewListTimestamp;
}
}
}
void FDesktopPlatformBase::CheckForLauncherEngineInstallation(const FString &AppId, const FString &Identifier, TMap<FString, FString> &OutInstallations)
{
FString ManifestText;
FString ManifestFileName = FString(FPlatformProcess::ApplicationSettingsDir()) / FString::Printf(TEXT("UnrealEngineLauncher/Data/Manifests/%s.manifest"), *AppId);
if (FFileHelper::LoadFileToString(ManifestText, *ManifestFileName))
{
TSharedPtr< FJsonObject > RootObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(ManifestText);
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
{
TSharedPtr<FJsonObject> CustomFieldsObject = RootObject->GetObjectField(TEXT("CustomFields"));
if (CustomFieldsObject.IsValid())
{
FString InstallLocation = CustomFieldsObject->GetStringField("InstallLocation");
if (InstallLocation.Len() > 0)
{
OutInstallations.Add(Identifier, InstallLocation);
}
}
}
}
}
int32 FDesktopPlatformBase::ParseReleaseVersion(const FString &Version)
{
TCHAR *End;
uint64 Major = FCString::Strtoui64(*Version, &End, 10);
if (Major >= MAX_int16 || *(End++) != '.')
{
return INDEX_NONE;
}
uint64 Minor = FCString::Strtoui64(End, &End, 10);
if (Minor >= MAX_int16 || *End != 0)
{
return INDEX_NONE;
}
return (Major << 16) + Minor;
}
TSharedPtr<FJsonObject> FDesktopPlatformBase::LoadProjectFile(const FString &FileName)
{
FString FileContents;
if (!FFileHelper::LoadFileToString(FileContents, *FileName))
{
return TSharedPtr<FJsonObject>(NULL);
}
TSharedPtr< FJsonObject > JsonObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(FileContents);
if (!FJsonSerializer::Deserialize(Reader, JsonObject) || !JsonObject.IsValid())
{
return TSharedPtr<FJsonObject>(NULL);
}
return JsonObject;
}
bool FDesktopPlatformBase::SaveProjectFile(const FString &FileName, TSharedPtr<FJsonObject> Object)
{
FString FileContents;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&FileContents);
if (!FJsonSerializer::Serialize(Object.ToSharedRef(), Writer))
{
return false;
}
if (!FFileHelper::SaveStringToFile(FileContents, *FileName))
{
return false;
}
return true;
}
const FUProjectDictionary &FDesktopPlatformBase::GetCachedProjectDictionary(const FString& RootDir)
{
FString NormalizedRootDir = RootDir;
FPaths::NormalizeDirectoryName(NormalizedRootDir);
FUProjectDictionary *Dictionary = CachedProjectDictionaries.Find(NormalizedRootDir);
if(Dictionary == NULL)
{
Dictionary = &CachedProjectDictionaries.Add(RootDir, FUProjectDictionary(RootDir));
}
return *Dictionary;
}
void FDesktopPlatformBase::GetProjectBuildProducts(const FString& ProjectDir, TArray<FString> &OutFileNames, TArray<FString> &OutDirectoryNames)
{
FString NormalizedProjectDir = ProjectDir;
FPaths::NormalizeDirectoryName(NormalizedProjectDir);
// Find all the build roots
TArray<FString> BuildRootDirectories;
BuildRootDirectories.Add(NormalizedProjectDir);
// Add all the plugin directories
TArray<FString> PluginFileNames;
IFileManager::Get().FindFilesRecursive(PluginFileNames, *(NormalizedProjectDir / TEXT("Plugins")), TEXT("*.uplugin"), true, false);
for(int32 Idx = 0; Idx < PluginFileNames.Num(); Idx++)
{
BuildRootDirectories.Add(FPaths::GetPath(PluginFileNames[Idx]));
}
// Add all the intermediate directories
for(int32 Idx = 0; Idx < BuildRootDirectories.Num(); Idx++)
{
OutDirectoryNames.Add(BuildRootDirectories[Idx] / TEXT("Intermediate"));
}
// Add the files in the cleaned directories to the output list
for(int32 Idx = 0; Idx < OutDirectoryNames.Num(); Idx++)
{
IFileManager::Get().FindFilesRecursive(OutFileNames, *OutDirectoryNames[Idx], TEXT("*"), true, false, false);
}
}
FString FDesktopPlatformBase::GetEngineSavedConfigDirectory(const FString& Identifier)
{
// Get the engine root directory
FString RootDir;
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return FString();
}
// Get the path to the game agnostic settings
FString UserDir;
if (IsStockEngineRelease(Identifier))
{
UserDir = FPaths::Combine(FPlatformProcess::UserSettingsDir(), *FApp::GetEpicProductIdentifier(), *Identifier);
}
else
{
UserDir = FPaths::Combine(*RootDir, TEXT("Engine"));
}
// Get the game agnostic config dir
return UserDir / TEXT("Saved/Config") / ANSI_TO_TCHAR(FPlatformProperties::PlatformName());
}
bool FDesktopPlatformBase::EnumerateProjectsKnownByEngine(const FString &Identifier, bool bIncludeNativeProjects, TArray<FString> &OutProjectFileNames)
{
// Get the engine root directory
FString RootDir;
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return false;
}
FString GameAgnosticConfigDir = GetEngineSavedConfigDirectory(Identifier);
if (GameAgnosticConfigDir.Len() == 0)
{
return false;
}
// Find all the created project directories. Start with the default project creation path.
TArray<FString> SearchDirectories;
SearchDirectories.AddUnique(GetDefaultProjectCreationPath());
// Load the config file
FConfigFile GameAgnosticConfig;
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorSettings"), NULL, *GameAgnosticConfigDir, false);
// Find the editor game-agnostic settings
FConfigSection* Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorSettings"));
if (Section == NULL)
{
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorGameAgnostic"), NULL, *GameAgnosticConfigDir, false);
Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorGameAgnosticSettings"));
}
if(Section != NULL)
{
// Add in every path that the user has ever created a project file. This is to catch new projects showing up in the user's project folders
TArray<FString> AdditionalDirectories;
Section->MultiFind(TEXT("CreatedProjectPaths"), AdditionalDirectories);
for(int Idx = 0; Idx < AdditionalDirectories.Num(); Idx++)
{
FPaths::NormalizeDirectoryName(AdditionalDirectories[Idx]);
SearchDirectories.AddUnique(AdditionalDirectories[Idx]);
}
// Also add in all the recently opened projects
TArray<FString> RecentlyOpenedFiles;
Section->MultiFind(TEXT("RecentlyOpenedProjectFiles"), RecentlyOpenedFiles);
for(int Idx = 0; Idx < RecentlyOpenedFiles.Num(); Idx++)
{
FPaths::NormalizeFilename(RecentlyOpenedFiles[Idx]);
OutProjectFileNames.AddUnique(RecentlyOpenedFiles[Idx]);
}
}
// Find all the other projects that are in the search directories
for(int Idx = 0; Idx < SearchDirectories.Num(); Idx++)
{
TArray<FString> ProjectFolders;
IFileManager::Get().FindFiles(ProjectFolders, *(SearchDirectories[Idx] / TEXT("*")), false, true);
for(int32 FolderIdx = 0; FolderIdx < ProjectFolders.Num(); FolderIdx++)
{
TArray<FString> ProjectFiles;
IFileManager::Get().FindFiles(ProjectFiles, *(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / TEXT("*.uproject")), true, false);
for(int32 FileIdx = 0; FileIdx < ProjectFiles.Num(); FileIdx++)
{
OutProjectFileNames.AddUnique(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / ProjectFiles[FileIdx]);
}
}
}
// Find all the native projects, and either add or remove them from the list depending on whether we want native projects
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
if(bIncludeNativeProjects)
{
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
{
if(!NativeProjectPaths[Idx].Contains(TEXT("/Templates/")))
{
OutProjectFileNames.AddUnique(NativeProjectPaths[Idx]);
}
}
}
else
{
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
{
OutProjectFileNames.Remove(NativeProjectPaths[Idx]);
}
}
return true;
}
bool FDesktopPlatformBase::BuildUnrealBuildTool(const FString& RootDir, FOutputDevice& Ar)
{
Ar.Logf(TEXT("Building UnrealBuildTool in %s..."), *RootDir);
// Check the project file exists
FString CsProjLocation = GetUnrealBuildToolProjectFileName(RootDir);
if(!FPaths::FileExists(CsProjLocation))
{
Ar.Logf(TEXT("Project file not found at %s"), *CsProjLocation);
return false;
}
FString CompilerExecutableFilename;
FString CmdLineParams;
if (PLATFORM_WINDOWS)
{
// To build UBT for windows, we must assemble a batch file that first registers the environment variable necessary to run msbuild then run it
// This can not be done in a single invocation of CMD.exe because the environment variables do not transfer between subsequent commands when using the "&" syntax
// devenv.exe can be used to build as well but it takes several seconds to start up so it is not desirable
// First determine the appropriate vcvars batch file to launch
FString VCVarsBat;
#if PLATFORM_WINDOWS
#if _MSC_VER >= 1800
FPlatformMisc::GetVSComnTools(12, VCVarsBat);
#else
FPlatformMisc::GetVSComnTools(11, VCVarsBat);
#endif
#endif // PLATFORM_WINDOWS
VCVarsBat = FPaths::Combine(*VCVarsBat, L"../../VC/bin/x86_amd64/vcvarsx86_amd64.bat");
// Check to make sure we found one.
if (VCVarsBat.IsEmpty() || !FPaths::FileExists(VCVarsBat))
{
Ar.Logf(TEXT("Couldn't find %s; skipping."), *VCVarsBat);
return false;
}
// Now make a batch file in the intermediate directory to invoke the vcvars batch then msbuild
FString BuildBatchFile = RootDir / TEXT("Engine/Intermediate/Build/UnrealBuildTool/BuildUBT.bat");
BuildBatchFile.ReplaceInline(TEXT("/"), TEXT("\\"));
FString BatchFileContents;
BatchFileContents = FString::Printf(TEXT("call \"%s\"") LINE_TERMINATOR, *VCVarsBat);
BatchFileContents += FString::Printf(TEXT("msbuild /nologo /verbosity:quiet \"%s\" /property:Configuration=Development /property:Platform=AnyCPU"), *CsProjLocation);
FFileHelper::SaveStringToFile(BatchFileContents, *BuildBatchFile);
TCHAR CmdExePath[MAX_PATH];
FPlatformMisc::GetEnvironmentVariable(TEXT("ComSpec"), CmdExePath, ARRAY_COUNT(CmdExePath));
CompilerExecutableFilename = CmdExePath;
CmdLineParams = FString::Printf(TEXT("/c \"%s\""), *BuildBatchFile);
}
else if (PLATFORM_MAC)
{
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Mac/RunXBuild.sh"));
CompilerExecutableFilename = TEXT("/bin/sh");
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development %s"), *ScriptPath, *CsProjLocation);
}
else if (PLATFORM_LINUX)
{
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Linux/RunXBuild.sh"));
CompilerExecutableFilename = TEXT("/bin/bash");
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development /property:TargetFrameworkVersion=v4.0 %s"), *ScriptPath, *CsProjLocation);
}
else
{
Ar.Log(TEXT("Unknown platform, unable to build UnrealBuildTool."));
return false;
}
// Spawn the compiler
Ar.Logf(TEXT("Running: %s %s"), *CompilerExecutableFilename, *CmdLineParams);
const bool bLaunchDetached = false;
const bool bLaunchHidden = true;
const bool bLaunchReallyHidden = bLaunchHidden;
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*CompilerExecutableFilename, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, NULL);
if (!ProcHandle.IsValid())
{
Ar.Log(TEXT("Failed to start process."));
return false;
}
FPlatformProcess::WaitForProc(ProcHandle);
FPlatformProcess::CloseProc(ProcHandle);
// If the executable appeared where we expect it, then we were successful
FString UnrealBuildToolExePath = GetUnrealBuildToolExecutableFilename(RootDir);
if(!FPaths::FileExists(UnrealBuildToolExePath))
{
Ar.Logf(TEXT("Missing %s after build"), *UnrealBuildToolExePath);
return false;
}
return true;
}
FString FDesktopPlatformBase::GetUnrealBuildToolProjectFileName(const FString& RootDir) const
{
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj"));
}
FString FDesktopPlatformBase::GetUnrealBuildToolExecutableFilename(const FString& RootDir) const
{
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Binaries/DotNET/UnrealBuildTool.exe"));
}
#undef LOCTEXT_NAMESPACE