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Expand texture build workers to all current platform specific texture formats, or added build functions to the base build worker. Workers are buildable, but not discoverable yet as discovery will be refactored soon to use Target Receipts. Reduce boilerplate involved in setup of build worker. #rb devin.doucette #ROBOMERGE-SOURCE: CL 16853856 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935) [CL 16853877 by zousar shaker in ue5-release-engine-test branch]
39 lines
1.4 KiB
C#
39 lines
1.4 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Linq;
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using EpicGames.Core;
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using UnrealBuildTool;
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// Abstract base class for texture worker targets. Not a valid target by itself, hence it is not put into a *.target.cs file.
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[SupportedPlatforms(UnrealPlatformClass.Desktop)]
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public abstract class TextureBuildWorkerTarget : DerivedDataBuildWorkerTarget
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{
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public TextureBuildWorkerTarget(TargetInfo Target) : base(Target)
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{
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SolutionDirectory += "/Texture";
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}
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}
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public class TextureBuildWorker : ModuleRules
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{
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public TextureBuildWorker(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePathModuleNames.Add("DerivedDataCache");
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PrivateDependencyModuleNames.Add("DerivedDataBuildWorker");
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// Determine if TextureFormatOodle is enabled.
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var TextureFormatOodleUPluginFile = FileReference.Combine(new DirectoryReference(EngineDirectory), "Plugins/Developer/TextureFormatOodle/TextureFormatOodle.uplugin");
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var TextureFormatOodlePlugin = new PluginInfo(TextureFormatOodleUPluginFile, PluginType.Engine);
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bool bTextureFormatOodlePluginEnabled =
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Enum.GetValues(typeof(UnrealTargetConfiguration)).Cast<UnrealTargetConfiguration>().Any(config
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=> Plugins.IsPluginEnabledForTarget(TextureFormatOodlePlugin, null, Target.Platform, config, TargetType.Program));
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if (bTextureFormatOodlePluginEnabled)
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{
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PrivateDependencyModuleNames.Add("TextureFormatOodle");
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}
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}
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}
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