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- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects - UnrealArch is a single architecture, expandable enum-like struct - There is no more concept of "no/default architecture", there is always a valid active architecture when building - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc) - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm) - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once) - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc) #preflight 63c81fb5b065224750a1759e #rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts] #p4v-preflight-copy 23562471 [CL 23829977 by josh adams in ue5-main branch]
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class SwarmInterface : ModuleRules
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{
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public SwarmInterface(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicIncludePaths.AddRange(
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new string[] {
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"Editor/SwarmInterface/Public"
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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}
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);
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if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
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{
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PrivateIncludePathModuleNames.Add("MessagingCommon");
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// the modules below are only needed for the UMB usability check
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PublicDependencyModuleNames.Add("Sockets");
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PublicDependencyModuleNames.Add("Networking");
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}
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else if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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string NetFxSdkDir = Target.WindowsPlatform.NetFxSdkDir;
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if (NetFxSdkDir == null)
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{
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throw new BuildException("Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.");
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}
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string ArchFolder = Target.WindowsPlatform.Architecture.WindowsName;
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PrivateIncludePaths.Add(Path.Combine(NetFxSdkDir, "include", "um"));
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PublicSystemLibraryPaths.Add(Path.Combine(NetFxSdkDir, "lib", "um", ArchFolder));
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}
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// Copy the AgentInterface DLL to the same output directory as the editor DLL.
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RuntimeDependencies.Add("$(BinaryOutputDir)/AgentInterface.dll", "$(EngineDir)/Binaries/DotNET/AgentInterface.dll", StagedFileType.NonUFS);
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// Also copy the PDB, if it exists
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if(File.Exists(Path.Combine(EngineDirectory, "Binaries", "DotNET", "AgentInterface.pdb")))
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{
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RuntimeDependencies.Add("$(BinaryOutputDir)/AgentInterface.pdb", "$(EngineDir)/Binaries/DotNET/AgentInterface.pdb", StagedFileType.DebugNonUFS);
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}
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}
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}
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