You've already forked UnrealEngineUWP
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https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
390 lines
20 KiB
C#
390 lines
20 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class UE4EditorTarget : TargetRules
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{
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public UE4EditorTarget( TargetInfo Target )
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{
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Type = TargetType.Editor;
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}
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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OutExtraModuleNames.Add("UE4Game");
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}
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public override void SetupGlobalEnvironment(
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TargetInfo Target,
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ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
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ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
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)
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{
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}
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public override bool ShouldUseSharedBuildEnvironment(TargetInfo Target)
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{
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return true;
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}
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public override void GetModulesToPrecompile(TargetInfo Target, List<string> ModuleNames)
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{
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ModuleNames.Add("Launch");
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ModuleNames.Add("GameMenuBuilder");
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if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
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{
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ModuleNames.Add("OnlineSubsystemNull");
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ModuleNames.Add("OnlineSubsystemAmazon");
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if (UEBuildConfiguration.bCompileSteamOSS == true)
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{
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ModuleNames.Add("OnlineSubsystemSteam");
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}
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ModuleNames.Add("OnlineSubsystemFacebook");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
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{
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ModuleNames.Add("OnlineSubsystemNull");
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if (UEBuildConfiguration.bCompileSteamOSS == true)
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{
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ModuleNames.Add("OnlineSubsystemSteam");
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}
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}
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}
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public override GUBPProjectOptions GUBP_IncludeProjectInPromotedBuild_EditorTypeOnly(UnrealTargetPlatform HostPlatform)
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{
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var Result = new GUBPProjectOptions();
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Result.bIsPromotable = true;
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return Result;
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}
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public override Dictionary<string, List<UnrealTargetPlatform>> GUBP_NonCodeProjects_BaseEditorTypeOnly(UnrealTargetPlatform HostPlatform)
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{
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var NonCodeProjectNames = new Dictionary<string, List<UnrealTargetPlatform>>();
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#region Common Configurations
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//DESKTOP PLATFORMS
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List<UnrealTargetPlatform> DesktopPlats = null;
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if (HostPlatform == UnrealTargetPlatform.Win64)
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{
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DesktopPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Linux, UnrealTargetPlatform.Win32 };
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}
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else
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{
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DesktopPlats = new List<UnrealTargetPlatform> { HostPlatform };
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}
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//MOBILE PLATFORMS
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//List<UnrealTargetPlatform> MobilePlats = null;
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//if (HostPlatform == UnrealTargetPlatform.Mac)
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//{
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// MobilePlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.IOS };
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//}
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//else
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//{
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// MobilePlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Android };
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//}
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//DESKTOP AND MOBILE PLATFORMS
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List<UnrealTargetPlatform> DesktopAndMobilePlats = null;
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if (HostPlatform == UnrealTargetPlatform.Mac)
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{
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DesktopAndMobilePlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.IOS };
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}
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else
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{
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DesktopAndMobilePlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Android, UnrealTargetPlatform.Win32 };
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}
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//ALL SUPPORTED PLATFORMS
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List<UnrealTargetPlatform> AllSupportedPlats = null;
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if (HostPlatform == UnrealTargetPlatform.Mac)
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{
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AllSupportedPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.IOS };
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}
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else
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{
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AllSupportedPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Android, UnrealTargetPlatform.HTML5, UnrealTargetPlatform.Win32, UnrealTargetPlatform.XboxOne, UnrealTargetPlatform.PS4 };
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}
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#endregion
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#region Sample Specific Platform Configurations
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//ELEMENTAL DEMO
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List<UnrealTargetPlatform> ElementalDemoSupportedPlats = null;
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if (HostPlatform == UnrealTargetPlatform.Mac)
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{
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ElementalDemoSupportedPlats = new List<UnrealTargetPlatform> { HostPlatform };
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}
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else
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{
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ElementalDemoSupportedPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.XboxOne, UnrealTargetPlatform.PS4 };
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}
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//TAPPY CHICKEN
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List<UnrealTargetPlatform> TappyChickenPlats = null;
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if (HostPlatform == UnrealTargetPlatform.Mac)
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{
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TappyChickenPlats = new List<UnrealTargetPlatform> {};
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}
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else
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{
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TappyChickenPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Android, UnrealTargetPlatform.HTML5 };
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}
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List<UnrealTargetPlatform> TP_2DSideScrollerPlats = null;
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if (HostPlatform == UnrealTargetPlatform.Mac)
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{
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TP_2DSideScrollerPlats = new List<UnrealTargetPlatform> { HostPlatform };
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}
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else
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{
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TP_2DSideScrollerPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Android, UnrealTargetPlatform.HTML5, UnrealTargetPlatform.Win32, UnrealTargetPlatform.XboxOne, UnrealTargetPlatform.PS4 };
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}
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//TP_PUZZLE
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List<UnrealTargetPlatform> TPPuzzlePlats = null;
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if (HostPlatform == UnrealTargetPlatform.Mac)
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{
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TPPuzzlePlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.IOS };
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}
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else
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{
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TPPuzzlePlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Android, UnrealTargetPlatform.HTML5, UnrealTargetPlatform.Win32 };
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}
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//TP_TOPDOWN
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List<UnrealTargetPlatform> TPTopDownPlats = null;
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if (HostPlatform == UnrealTargetPlatform.Mac)
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{
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TPTopDownPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.IOS };
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}
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else
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{
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TPTopDownPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Android, UnrealTargetPlatform.HTML5, UnrealTargetPlatform.Win32 };
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}
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//TP_TWINSTICK
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List<UnrealTargetPlatform> TPTwinStickPlats = null;
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if (HostPlatform == UnrealTargetPlatform.Mac)
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{
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TPTwinStickPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.IOS };
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}
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else
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{
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TPTwinStickPlats = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Android, UnrealTargetPlatform.Win32, UnrealTargetPlatform.XboxOne, UnrealTargetPlatform.PS4 };
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}
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#endregion
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NonCodeProjectNames.Add("ElementalDemo", ElementalDemoSupportedPlats);
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//NonCodeProjectNames.Add("InfiltratorDemo", DesktopPlats);
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NonCodeProjectNames.Add("HoverShip", DesktopPlats);
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NonCodeProjectNames.Add("BlueprintOffice", DesktopPlats);
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NonCodeProjectNames.Add("ReflectionsSubway", DesktopPlats);
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NonCodeProjectNames.Add("ElementalVR", DesktopPlats);
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NonCodeProjectNames.Add("CouchKnights", DesktopPlats);
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NonCodeProjectNames.Add("Stylized", DesktopPlats);
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//NonCodeProjectNames.Add("Landscape", new List<UnrealTargetPlatform> { HostPlatform });
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NonCodeProjectNames.Add("MatineeFightScene", DesktopPlats);
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NonCodeProjectNames.Add("RealisticRendering", DesktopPlats);
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NonCodeProjectNames.Add("EffectsCave", DesktopPlats);
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NonCodeProjectNames.Add("GDC2014", DesktopPlats);
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NonCodeProjectNames.Add("ContentExamples", DesktopPlats);
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// NonCodeProjectNames.Add("PhysicsPirateShip", DesktopPlats);
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NonCodeProjectNames.Add("TowerDefenseGame", DesktopPlats);
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NonCodeProjectNames.Add("LandscapeMountains", DesktopPlats);
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NonCodeProjectNames.Add("MorphTargets", DesktopPlats);
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NonCodeProjectNames.Add("PostProcessMatinee", DesktopPlats);
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NonCodeProjectNames.Add("SciFiHallway", DesktopPlats);
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NonCodeProjectNames.Add("BlackJack", DesktopAndMobilePlats);
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NonCodeProjectNames.Add("MemoryGame", DesktopAndMobilePlats);
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NonCodeProjectNames.Add("TappyChicken", TappyChickenPlats);
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NonCodeProjectNames.Add("SwingNinja", DesktopAndMobilePlats);
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NonCodeProjectNames.Add("SunTemple", DesktopAndMobilePlats);
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NonCodeProjectNames.Add("FP_FirstPersonBP", AllSupportedPlats);
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NonCodeProjectNames.Add("TP_2DSideScrollerBP", TP_2DSideScrollerPlats);
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NonCodeProjectNames.Add("TP_FirstPersonBP", AllSupportedPlats);
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NonCodeProjectNames.Add("TP_FlyingBP", AllSupportedPlats);
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NonCodeProjectNames.Add("TP_PuzzleBP", TPPuzzlePlats);
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NonCodeProjectNames.Add("TP_RollingBP", AllSupportedPlats);
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NonCodeProjectNames.Add("TP_SideScrollerBP", AllSupportedPlats);
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NonCodeProjectNames.Add("TP_ThirdPersonBP", AllSupportedPlats);
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NonCodeProjectNames.Add("TP_TopDownBP", TPTopDownPlats);
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NonCodeProjectNames.Add("TP_TwinStickBP", TPTwinStickPlats);
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NonCodeProjectNames.Add("TP_VehicleBP", AllSupportedPlats);
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NonCodeProjectNames.Add("TP_VehicleAdvBP", AllSupportedPlats);
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return NonCodeProjectNames;
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}
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public override Dictionary<string, List<GUBPFormalBuild>> GUBP_GetNonCodeFormalBuilds_BaseEditorTypeOnly()
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{
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#region Sample Configurations
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//Generic Configurations
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var PCBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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};
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//var MobileBuildSettings = new List<GUBPFormalBuild>
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// {
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// new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false),
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// new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false),
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// };
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// Non-Code Sample Configurations
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var BlackJackBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false),
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};
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var MemoryGameBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.HTML5, UnrealTargetConfiguration.Test, false),
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};
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var SwingNinjaBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false),
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};
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var SunTempleBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false, true),
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false, true),
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new GUBPFormalBuild(UnrealTargetPlatform.HTML5, UnrealTargetConfiguration.Test, false),
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};
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var ElementalBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Shipping, false),
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new GUBPFormalBuild(UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Shipping, false),
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new GUBPFormalBuild(UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Development, false),
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new GUBPFormalBuild(UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Development, false),
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};
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var TappyChickenBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Shipping, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false, true),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Development, false),
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new GUBPFormalBuild(UnrealTargetPlatform.HTML5, UnrealTargetConfiguration.Shipping, false),
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new GUBPFormalBuild(UnrealTargetPlatform.HTML5, UnrealTargetConfiguration.Test, false),
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};
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#endregion
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#region Template Configurations
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// Template Build Configurations
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// DEFAULT
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var AllBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.HTML5, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Test, false),
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};
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//TP_PUZZLE
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var TP_PuzzleBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.HTML5, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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};
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//TP_TOPDOWN
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var TP_TopDownBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.HTML5, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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};
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//TP_TWINSTICK
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var TP_TwinStickBuildSettings = new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Android, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Test, false),
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new GUBPFormalBuild(UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Test, false),
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};
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#endregion
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var NonCodeProjectNames = new Dictionary<string, List<GUBPFormalBuild>>();
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//Add Samples to the list with its corresponding settings
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NonCodeProjectNames.Add("TappyChicken", TappyChickenBuildSettings);
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NonCodeProjectNames.Add("BlackJack", BlackJackBuildSettings);
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NonCodeProjectNames.Add("MemoryGame", MemoryGameBuildSettings);
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NonCodeProjectNames.Add("SwingNinja", SwingNinjaBuildSettings);
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NonCodeProjectNames.Add("SunTemple", SunTempleBuildSettings);
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NonCodeProjectNames.Add("BlueprintOffice", PCBuildSettings);
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NonCodeProjectNames.Add("ContentExamples", PCBuildSettings);
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NonCodeProjectNames.Add("CouchKnights", PCBuildSettings);
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NonCodeProjectNames.Add("EffectsCave", PCBuildSettings);
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NonCodeProjectNames.Add("LandscapeMountains", PCBuildSettings);
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NonCodeProjectNames.Add("GDC2014", PCBuildSettings);
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NonCodeProjectNames.Add("MatineeFightScene", PCBuildSettings);
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NonCodeProjectNames.Add("RealisticRendering", PCBuildSettings);
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NonCodeProjectNames.Add("ReflectionsSubway", PCBuildSettings);
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NonCodeProjectNames.Add("Stylized", PCBuildSettings);
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NonCodeProjectNames.Add("ElementalDemo", ElementalBuildSettings);
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//Add Templates to the list with its corresponding settings
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NonCodeProjectNames.Add("FP_FirstPersonBP", AllBuildSettings);
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NonCodeProjectNames.Add("TP_2DSideScrollerBP", AllBuildSettings);
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NonCodeProjectNames.Add("TP_FirstPersonBP", AllBuildSettings);
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NonCodeProjectNames.Add("TP_FlyingBP", AllBuildSettings);
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NonCodeProjectNames.Add("TP_PuzzleBP", TP_PuzzleBuildSettings);
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NonCodeProjectNames.Add("TP_RollingBP", AllBuildSettings);
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NonCodeProjectNames.Add("TP_SideScrollerBP", AllBuildSettings);
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NonCodeProjectNames.Add("TP_ThirdPersonBP", AllBuildSettings);
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NonCodeProjectNames.Add("TP_TopDownBP", TP_TopDownBuildSettings);
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NonCodeProjectNames.Add("TP_TwinStickBP", TP_TwinStickBuildSettings);
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NonCodeProjectNames.Add("TP_VehicleBP", AllBuildSettings);
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NonCodeProjectNames.Add("TP_VehicleAdvBP", AllBuildSettings);
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return NonCodeProjectNames;
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}
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}
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