Files
UnrealEngineUWP/Engine/Build/BatchFiles/Mac/Build.sh
Josh Adams 9cf8c67c77 - Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files

#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock

[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00

101 lines
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#!/bin/sh
# This script gets called every time Xcode does a build or clean operation, even though it's called "Build.sh".
# Values for $ACTION: "" = building, "clean" = cleaning
# Setup Mono
source Engine/Build/BatchFiles/Mac/SetupMono.sh Engine/Build/BatchFiles/Mac
# override env if action is specified on command line
if [ $1 == "clean" ]
then
ACTION="clean"
fi
echo Building UBT...
xbuild /property:Configuration=Development /nologo Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj| grep -i error
case $ACTION in
"")
echo Building $1...
Platform=""
AdditionalFlags=""
case $CLANG_STATIC_ANALYZER_MODE in
"deep")
AdditionalFlags+="-skipActionHistory"
;;
"shallow")
AdditionalFlags+="-skipActionHistory"
;;
esac
case $2 in
"iphoneos"|"IOS")
Platform="IOS"
AdditionalFlags+=" -deploy -nocreatestub "
;;
"iphonesimulator")
Platform="IOS"
AdditionalFlags+=" -deploy -simulator -nocreatestub"
;;
"macosx")
Platform="Mac"
;;
"HTML5")
Platform="HTML5"
;;
*)
Platform="$2"
AdditionalFlags+=" -deploy "
;;
esac
BuildTasks=$(defaults read com.apple.dt.Xcode IDEBuildOperationMaxNumberOfConcurrentCompileTasks)
export NumUBTBuildTasks=$BuildTasks
echo Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe $1 $Platform $3 $AdditionalFlags "$4"
mono Engine/Binaries/DotNET/UnrealBuildTool.exe $1 $Platform $3 $AdditionalFlags "$4"
;;
"clean")
echo "Cleaning $2 $3 $4..."
Platform=""
AdditionalFlags="-clean"
case $3 in
"iphoneos"|"IOS")
Platform="IOS"
AdditionalFlags+=" -nocreatestub"
;;
"iphonesimulator")
Platform="IOS"
AdditionalFlags+=" -simulator"
AdditionalFlags+=" -nocreatestub"
;;
"macosx")
Platform="Mac"
;;
"HTML5")
Platform="HTML5"
;;
*)
Platform="$3"
;;
esac
echo Running command: mono Engine/Binaries/DotNET/UnrealBuildTool.exe $2 $Platform $4 $AdditionalFlags "$5"
mono Engine/Binaries/DotNET/UnrealBuildTool.exe $2 $Platform $4 $AdditionalFlags "$5"
;;
esac
ExitCode=$?
if [ $ExitCode -eq 254 ] || [ $ExitCode -eq 255 ]; then
exit 0
else
exit $ExitCode
fi