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- Removed the function to return a single TP, and wrapped the functionality in a simple single required function (platform just has to add TPs to an array, high level code manages init and cleanup of the array) - Stripped unncessary code from all TPs - Collapsed the desktop targetplatform modules into 1 per platform - Renamed LinuxAArch64NoEditorTargetPlatfortm to LinuxAArch64TargetPlatform to match the other non-editor platforms - Deleted AllDesktopPlatform [CL 13502803 by Josh Adams in ue5-main branch]
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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LinuxAArch64NoEditorTargetPlatformModule.cpp: Implements the FLinuxAArch64NoEditorTargetPlatformModule class.
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=============================================================================*/
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/ITargetPlatformModule.h"
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#include "LinuxTargetDevice.h"
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#include "LinuxTargetPlatform.h"
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/**
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* Module for the Linux target platforms
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*/
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class FLinuxAArch64TargetPlatformModule
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: public ITargetPlatformModule
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{
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public:
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virtual void GetTargetPlatforms(TArray<ITargetPlatform*>& TargetPlatforms) override
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{
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// Server TP
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if (TLinuxTargetPlatform<FLinuxPlatformProperties<false, true, false, true> >::IsUsable())
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{
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TargetPlatforms.Add(new TLinuxTargetPlatform<FLinuxPlatformProperties<false, true, false, true> >());
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}
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// Game TP
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if (TLinuxTargetPlatform<FLinuxPlatformProperties<false, false, false, true> >::IsUsable())
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{
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TargetPlatforms.Add(new TLinuxTargetPlatform<FLinuxPlatformProperties<false, false, false, true> >());
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}
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// Client TP
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if (TLinuxTargetPlatform<FLinuxPlatformProperties<false, false, true, true> >::IsUsable())
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{
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TargetPlatforms.Add(new TLinuxTargetPlatform<FLinuxPlatformProperties<false, false, true, true> >());
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}
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}
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};
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IMPLEMENT_MODULE(FLinuxAArch64TargetPlatformModule, LinuxAArch64TargetPlatform);
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