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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2963214 on 2016/05/02 by Ben.Marsh
BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.
Change 2972295 on 2016/05/10 by Ben.Marsh
EC: Remove spacing in notification emails to reduce size, and help prevent gmail from truncating messages. Also allow mailing notification emails when doing a dry run, and reading stream settings from another branch.
Change 2976096 on 2016/05/12 by Ben.Marsh
EC: Store properties for the last succeeded builds, including the list of users that were notified about it.
Change 2976390 on 2016/05/12 by Ben.Marsh
EC: Add a separate line to the notification email summary with a link to edit settings, and pass the missing ec-update parameter to set the last build status.
Change 2976441 on 2016/05/12 by Ben.Marsh
UAT: Remove log file copy on builders after UAT failure. This is done outside the EC step that originally did it now.
Change 2976456 on 2016/05/12 by Ben.Marsh
BuildGraph: Catch exceptions thrown by child processes failing when building or running UAT commands, and return failure normally without dumping callstacks.
Change 2978440 on 2016/05/16 by Ben.Marsh
EC: Age out entries from the "latest builds" list after a week. There's no obvious way to tell if a node has been removed, but a periodic cleanup should keep the build notifications list in check.
Change 2979446 on 2016/05/16 by Ben.Marsh
Rename ambiguous headers which exist with the same name in different paths.
Change 2979839 on 2016/05/16 by Ben.Marsh
UE4: Renaming HTML5 SocketSubsystem files to eliminate ambiguities.
Change 2979852 on 2016/05/16 by Ben.Marsh
UE4: Use explicit relative paths for public headers in PortalServiceInterfaces modules which do not have unique names
Change 2980113 on 2016/05/17 by Ben.Marsh
UE4: Fix include paths for HTML5 SocketSubsystem files.
Change 2980117 on 2016/05/17 by Ben.Marsh
UE4: Remove reference to private PCH from Oculus common code.
Change 2980186 on 2016/05/17 by Ben.Marsh
UAT: Add a -StopOnErrors parameter to UE4Build, which is propagated to XGE.
Change 2980879 on 2016/05/17 by Ben.Marsh
UE4: Fixup Lightmass to use LightmassPCH.h rather than stdafx.h
Change 2981117 on 2016/05/17 by Ben.Marsh
Portal: Use a unique name for the Portal PCH, rather than just calling it PrivatePCH.h
Change 2981839 on 2016/05/18 by Ben.Marsh
Replace ambiguous D3D11/D3D12 includes with direct includes for the current platform.
#lockdown Nick.Penwarden
[CL 2982178 by Ben Marsh in Main branch]
277 lines
18 KiB
XML
277 lines
18 KiB
XML
<?xml version='1.0' ?>
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<BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../../Engine/Build/Graph/Schema.xsd" >
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<Property Name="OutputDir" Value="P:\Builds\UE4" If="$(IsBuildMachine) And '$(OutputDir)' == ''"/>
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<Property Name="OutputDir" Value="$(RootDir)\LocalBuilds" If="'$(OutputDir)' == ''"/>
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<Property Name="OutputDirMac" Value="/Volumes/Builds/UE4" If="$(IsBuildMachine) And '$(OutputDirMac)' == ''"/>
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<Property Name="OutputDirMac" Value="$(RootDir)/LocalBuilds" If="'$(OutputDirMac)' == ''"/>
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<Property Name="StrippedOutput" Value="$(RootDir)\Saved"/>
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<Property Name="StrippedOutputMac" Value="$(RootDir)/Saved"/>
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<!-- Base editor and tools for compile -->
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<Agent Name="Editor Win64" Type="CompileWin64">
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<Node Name="Update Version Files">
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<Log Message="$(RootDir)"/>
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<SetVersion Change="$(Change)" Branch="$(EscapedBranch)" If="$(IsBuildMachine)"/>
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</Node>
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<Node Name="Compile UnrealHeaderTool Win64" Requires="Update Version Files">
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<Compile Target="UnrealHeaderTool" Platform="Win64" Configuration="Development" Arguments="-precompile"/>
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</Node>
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<Node Name="Compile UE4Editor Win64" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Editor Win64">
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<Compile Target="UE4Editor" Platform="Win64" Configuration="Development" Tag="#UE4Editor Win64" Arguments="-precompile"/>
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</Node>
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<!--<Node Name="Strip UE4Editor Win64" Requires="#UE4Editor Win64">
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<Tag Files="#UE4Editor Win64" Filter="*.pdb" With="#Editor_ToStrip_Win64"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutput)" Platform="Win64" Files="#Editor_ToStrip_Win64"/>
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</Node>-->
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<Node Name="Sign UE4Editor Win64" Requires="#UE4Editor Win64">
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<Tag Files="#UE4Editor Win64" Filter="*.exe;*.dll" With="#Editor_ToSign_Win64"/>
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<Sign Files="#Editor_ToSign_Win64"/>
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</Node>
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</Agent>
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<!-- Base editor and tools for compile on Mac -->
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<Agent Name="Editor Mac" Type="CompileMac">
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<Node Name="Compile UnrealHeaderTool Mac" Requires="Update Version Files">
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<Compile Target="UnrealHeaderTool" Platform="Mac" Configuration="Development" Arguments="-precompile"/>
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</Node>
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<Node Name="Compile UE4Editor Mac" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Editor Mac">
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<Compile Target="UE4Editor" Platform="Mac" Configuration="Development" Tag="#UE4Editor Mac" Arguments="-precompile"/>
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</Node>
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<!-- This appears to not do anything on 4.12 - leaving it out for now.
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<Node Name="Strip UE4Editor Mac" Requires="#UE4Editor Mac">
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutputMac)" Platform="Mac" Files="#UE4Editor Mac"/>
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</Node>-->
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<Node Name="Sign UE4Editor Mac" Requires="#UE4Editor Mac">
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<Log Files="#UE4Editor Mac"/>
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<Tag Files="#UE4Editor Mac" Filter="*.dylib;*.app" With="#Editor_ToSign_Mac"/>
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<Log Files="#Editor_ToSign_Mac"/>
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<Sign Files="#Editor_ToSign_Mac"/>
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</Node>
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</Agent>
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<!-- Downstream monolithics and tools Win64 -->
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<Agent Name="Monolithics Win64" Type="CompileWin64">
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<Node Name="Compile Tools Win64" Requires="Compile UnrealHeaderTool Win64;Update Version Files">
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<Compile Target="CrashReportClient" Platform="Win64" Configuration="Shipping"/>
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<Compile Target="ShaderCompileWorker" Platform="Win64" Configuration="Development"/>
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<Compile Target="UnrealLightmass" Platform="Win64" Configuration="Development"/>
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<Compile Target="UnrealPak" Platform="Win64" Configuration="Development"/>
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</Node>
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<Node Name="Compile UE4Game Win64" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game Win64">
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<Compile Target="UE4Game" Platform="Win64" Configuration="Development" Tag="#UE4Game Win64" Arguments="-precompile"/>
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<Compile Target="UE4Game" Platform="Win64" Configuration="Shipping" Tag="#UE4Game Win64" Arguments="-precompile"/>
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</Node>
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<Node Name="Strip UE4Game Win64" Requires="#UE4Game Win64">
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<Tag Files="#UE4Game Win64" Filter="*.pdb" With="#Game_ToStrip_Win64"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutput)" Platform="Win64" Files="#Game_ToStrip_Win64"/>
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</Node>
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<Node Name="Sign UE4Game Win64" Requires="#UE4Game Win64">
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<Tag Files="#UE4Game Win64" Filter="*.exe;*.dll" With="#Game_ToSign_Win64"/>
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<Sign Files="#Game_ToSign_Win64"/>
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</Node>
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</Agent>
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<!-- Downstream monolithics and tools Win32 -->
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<Agent Name="Monolithics Win32" Type="CompileWin32">
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<Node Name="Compile UE4Game Win32" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game Win32">
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<Compile Target="UE4Game" Platform="Win32" Configuration="Development" Tag="#UE4Game Win32" Arguments="-precompile"/>
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<Compile Target="UE4Game" Platform="Win32" Configuration="Shipping" Tag="#UE4Game Win32" Arguments="-precompile"/>
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</Node>
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<Node Name="Strip UE4Game Win32" Requires="#UE4Game Win32">
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<Tag Files="#UE4Game Win32" Filter="*.pdb" With="#Game_ToStrip_Win32"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutput)" Platform="Win32" Files="#Game_ToStrip_Win32"/>
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</Node>
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<Node Name="Sign UE4Game Win32" Requires="#UE4Game Win32">
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<Tag Files="#UE4Game Win32" Filter="*.exe;*.dll" With="#Game_ToSign_Win32"/>
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<Sign Files="#Game_ToSign_Win32"/>
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</Node>
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</Agent>
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<!-- Downstream monolithics and tools Mac -->
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<Agent Name="Monolithics Mac" Type="CompileMac">
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<Node Name="Compile Tools Mac" Requires="Compile UnrealHeaderTool Mac;Update Version Files">
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<Compile Target="CrashReportClient" Platform="Mac" Configuration="Shipping"/>
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<Compile Target="ShaderCompileWorker" Platform="Mac" Configuration="Development"/>
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<Compile Target="UnrealLightmass" Platform="Mac" Configuration="Development"/>
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<Compile Target="UnrealPak" Platform="Mac" Configuration="Development"/>
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</Node>
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<Node Name="Compile UE4Game Mac" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Game Mac">
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<Compile Target="UE4Game" Platform="Mac" Configuration="Development" Tag="#UE4Game Mac" Arguments="-precompile"/>
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<Compile Target="UE4Game" Platform="Mac" Configuration="Shipping" Tag="#UE4Game Mac" Arguments="-precompile"/>
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</Node>
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<Node Name="Strip UE4Game Mac" Requires="#UE4Game Mac">
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<Tag Files="#UE4Game Mac" Filter="*.a" With="#Game_ToStrip_Mac"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutputMac)" Platform="Mac" Files="#Game_ToStrip_Mac"/>
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</Node>
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<Node Name="Sign UE4Game Mac" Requires="#UE4Game Mac;Strip UE4Game Mac">
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<Tag Files="#UE4Game Mac" Filter="*.dylib;*.app" With="#Game_ToSign_Mac"/>
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<Sign Files="#Game_ToSign_Mac"/>
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</Node>
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</Agent>
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<!-- Downstream monolithics and tools Mac -->
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<Agent Name="Monolithics Linux" Type="CompileWin64">
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<Node Name="Compile Tools Linux" Requires="Compile UnrealHeaderTool Win64;Update Version Files">
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<Compile Target="CrashReportClient" Platform="Linux" Configuration="Shipping"/>
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<Compile Target="ShaderCompileWorker" Platform="Linux" Configuration="Development"/>
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<Compile Target="UnrealLightmass" Platform="Linux" Configuration="Development"/>
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<Compile Target="UnrealPak" Platform="Linux" Configuration="Development"/>
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</Node>
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<Node Name="Compile UE4Game Linux" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game Linux">
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<Compile Target="UE4Game" Platform="Linux" Configuration="Development" Tag="#UE4Game Linux" Arguments="-precompile"/>
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<Compile Target="UE4Game" Platform="Linux" Configuration="Shipping" Tag="#UE4Game Linux" Arguments="-precompile"/>
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</Node>
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<Node Name="Strip UE4Game Linux" Requires="#UE4Game Linux">
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<Tag Files="#UE4Game Linux" Filter="Engine\Binaries\Linux\*." With="#Game_ToStrip_Linux"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutput)" Platform="Linux" Files="#Game_ToStrip_Linux"/>
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</Node>
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</Agent>
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<!-- Downstream monolithics and tools IOS-->
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<Agent Name="Monolithics IOS" Type="CompileMac">
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<Node Name="Compile UE4Game IOS" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Game IOS">
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<Compile Target="UE4Game" Platform="IOS" Configuration="Development" Tag="#UE4Game IOS" Arguments="-precompile"/>
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<Compile Target="UE4Game" Platform="IOS" Configuration="Shipping" Tag="#UE4Game IOS" Arguments="-precompile"/>
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</Node>
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<Node Name="Strip UE4Game IOS" Requires="#UE4Game IOS">
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<Tag Files="#UE4Game IOS" Filter="*.a" With="#Game_ToStrip_IOS"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutputMac)" Platform="IOS" Files="#Game_ToStrip_IOS"/>
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</Node>
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</Agent>
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<!-- Downstream monolithics and tools TVOS-->
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<Agent Name="Monolithics TVOS" Type="CompileMac">
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<Node Name="Compile UE4Game TVOS" Requires="Compile UnrealHeaderTool Mac" Produces="#UE4Game TVOS">
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<Compile Target="UE4Game" Platform="TVOS" Configuration="Development" Tag="#UE4Game TVOS" Arguments="-precompile"/>
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<Compile Target="UE4Game" Platform="TVOS" Configuration="Shipping" Tag="#UE4Game TVOS" Arguments="-precompile"/>
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</Node>
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<Node Name="Strip UE4Game TVOS" Requires="#UE4Game TVOS">
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<Tag Files="#UE4Game TVOS" Filter="*.a" With="#Game_ToStrip_TVOS"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutputMac)" Platform="TVOS" Files="#Game_ToStrip_TVOS"/>
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</Node>
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</Agent>
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<!-- Downstream monolithics and tools Android-->
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<Agent Name="Monolithics Android" Type="CompileWin64">
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<Node Name="Compile UE4Game Android" Requires="Compile UnrealHeaderTool Win64" Produces="#UE4Game Android">
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<Compile Target="UE4Game" Platform="Android" Configuration="Development" Tag="#UE4Game Android" Arguments="-precompile"/>
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<Compile Target="UE4Game" Platform="Android" Configuration="Shipping" Tag="#UE4Game Android" Arguments="-precompile"/>
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</Node>
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<Node Name="Strip UE4Game Android" Requires="#UE4Game Android">
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<Tag Files="#UE4Game Android" Filter="*so;*.a" With="#Game_ToStrip_Android"/>
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<Strip BaseDir="$(RootDir)" OutputDir="$(StrippedOutput)" Platform="Android" Files="#Game_ToStrip_Android"/>
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</Node>
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</Agent>
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<Agent Name="DDC Win64" Type="Win64">
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<Node Name="Build DDC Win64" Requires="Compile UE4Editor Win64;Compile Tools Win64">
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<!-- Get our temp dir -->
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<Local Name="DDCDir" Value="$(RootDir)\LocalBuilds\RocketDDC"/>
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<Local Name="HostPlatform" Value="Win64"/>
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<Local Name="SavedDir" Value="$(StrippedOutput)\Rocket\$(HostPlatform)"/>
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<Local Name="TargetPlatforms" Value="Windows+WindowsNoEditor+Android_ATC+IOS+TVOS+LinuxNoEditor+HTML5"/>
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<Local Name="FeaturePacks" Value="Templates\FP_FirstPersonBP\FP_FirstPersonBP.uproject;Templates\TP_FlyingBP\TP_FlyingBP.uproject;Templates\TP_RollingBP\TP_RollingBP.uproject;Templates\TP_SideScrollerBP\TP_SideScrollerBP.uproject;Templates\TP_ThirdPersonBP\TP_ThirdPersonBP.uproject;Templates\TP_TopDownBP\TP_TopDownBP.uproject;Templates\TP_TwinStickBP\TP_TwinStickBP.uproject;Templates\TP_VehicleBP\TP_VehicleBP.uproject;Templates\TP_PuzzleBP\TP_PuzzleBP.uproject;Templates\TP_2DSideScrollerBP\TP_2DSideScrollerBP.uproject;Templates\TP_VehicleAdvBP\TP_VehicleAdvBP.uproject"/>
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<!-- Delete all the old files -->
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<Delete Files="$(DDCDir)\..."/>
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<Tag Files="Engine\..." Except="Engine\Build\...;Engine\Extras\...;Engine\DerivedDataCache\...;
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...\PS4\...;...\XboxOne\...;...\EpicInternal\...;...\CarefullyRedist\...;...\NotForLicensees\...;
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...\NoRedist\..." With="#ToCopy"/>
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<Tag Files="Engine\Build\NotForLicensees\EpicInternal.txt" With="#ToCopy"/>
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<Tag Files="Templates\TemplateResources\..." With="#ToCopy"/>
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<Copy FromDir="$(RootDir)" ToDir="$(DDCDir)" Files="#ToCopy"/>
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<Command Name="BuildDerivedDataCache" Arguments="-TempDir=$(DDCDir) -FeaturePacks=$(FeaturePacks) -TargetPlatforms=$(TargetPlatforms) -HostPlatform=$(HostPlatform) -SavedDir=$(SavedDir)"/>
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</Node>
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</Agent>
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<Agent Name="DDC Mac" Type="Mac">
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<Node Name="Build DDC Mac" Requires="Compile UE4Editor Mac;Compile Tools Mac">
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<!-- Get our temp dir -->
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<Local Name="DDCDir" Value="$(RootDir)/LocalBuilds/RocketDDC"/>
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<Local Name="HostPlatform" Value="Mac"/>
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<Local Name="SavedDir" Value="$(StrippedOutputMac)/Rocket/$(HostPlatform)"/>
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<Local Name="TargetPlatforms" Value="Mac+MacNoEditor+Android_ATC+IOS+TVOS+HTML5"/>
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<Local Name="FeaturePacks" Value="Templates/FP_FirstPersonBP/FP_FirstPersonBP.uproject;Templates/TP_FlyingBP/TP_FlyingBP.uproject;Templates/TP_RollingBP/TP_RollingBP.uproject;Templates/TP_SideScrollerBP/TP_SideScrollerBP.uproject;Templates/TP_ThirdPersonBP/TP_ThirdPersonBP.uproject;Templates/TP_TopDownBP/TP_TopDownBP.uproject;Templates/TP_TwinStickBP/TP_TwinStickBP.uproject;Templates/TP_VehicleBP/TP_VehicleBP.uproject;Templates/TP_PuzzleBP/TP_PuzzleBP.uproject;Templates/TP_2DSideScrollerBP/TP_2DSideScrollerBP.uproject;Templates/TP_VehicleAdvBP/TP_VehicleAdvBP.uproject"/>
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<!-- Delete all the old files -->
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<Delete Files="$(DDCDir)/..."/>
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<Tag Files="Engine/..." Except="Engine/Build/...;Engine/Extras/...;Engine/DerivedDataCache/...;
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.../PS4/...;.../XboxOne/...;.../EpicInternal/...;.../CarefullyRedist/...;.../NotForLicensees/...;
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.../NoRedist/..." With="#ToCopy_Mac"/>
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<Tag Files="Engine/Build/NotForLicensees/EpicInternal.txt" With="#ToCopy_Mac"/>
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<Tag Files="Templates/TemplateResources/..." With="#ToCopy_Mac"/>
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<Copy FromDir="$(RootDir)" ToDir="$(DDCDir)" Files="#ToCopy_Mac"/>
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<Command Name="BuildDerivedDataCache" Arguments="-TempDir=$(DDCDir) -FeaturePacks=$(FeaturePacks) -TargetPlatforms=$(TargetPlatforms) -HostPlatform=$(HostPlatform) -SavedDir=$(SavedDir)"/>
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</Node>
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</Agent>
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<Agent Name="ToolsGroup" Type="CompileWin64">
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<Node Name="Build Tools Win64" Requires="Compile Tools Win64">
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<Command Name="CompileTools"/>
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<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Win64"/>
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<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Win32"/>
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<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Win64"/>
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<Compile Target="UnrealCEFSubProcess" Configuration="Development" Platform="Win32"/>
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<Compile Target="UnrealCEFSubProcess" Configuration="Development" Platform="Win64"/>
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<Compile Target="UnrealFrontend" Configuration="Development" Platform="Win64"/>
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<Compile Target="BootstrapPackagedGame" Configuration="Shipping" Platform="Win32"/>
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<Compile Target="BootstrapPackagedGame" Configuration="Shipping" Platform="Win64"/>
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<MsBuild Project="Engine\Source\Programs\UnrealSwarm\UnrealSwarm.sln" Configuration="Development" Platform="AnyCPU"/>
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<MsBuild Project="Engine\Source\Programs\UnrealDocTool\UnrealDocTool\UnrealDocTool.sln" Configuration="Development" Platform="AnyCPU"/>
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<MsBuild Project="Engine\Source\Programs\UnrealDocTool\NetworkProfiler/NetworkProfiler.sln" Configuration="Development" Platform="AnyCPU"/>
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<MsBuild Project="Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild"/>
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<MsBuild Project="Engine\Source\Programs\IOS\DeploymentServer\DeploymentServer.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild"/>
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<MsBuild Project="Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild"/>
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<MsBuild Project="Engine\Source\Programs\IOS\DeploymentInterface\DeploymentInterface.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild"/>
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<MsBuild Project="Engine\Source\Programs\HTML5\HTML5LaunchHelper\HTML5LaunchHelper.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild"/>
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</Node>
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</Agent>
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<!--<Agent Name="ToolsGroup_Mac" Type="CompileMac">
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<Node Name="Build Tools Win64" Requires="Compile Tools Mac">
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<Compile Target="BuildPatchTool" Configuration="Development" Platform="Mac" Arguments="-clean -nobuilduht -skipactionhistory -CopyAppBundleBackToDevice -forceunity -nobuilduht -NoHotReloadFromIDE"/>
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<Compile Target="BuildPatchTool" Configuration="Development" Platform="Mac" Arguments="-generatemanifest -nobuilduht -xgeexport -nobuilduht -skipactionhistory -CopyAppBundleBackToDevice -forceunity -NoHotReloadFromIDE -ignorejunk"/>
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<Compile Target="EpicGamesBootstrapLauncher" Configuration="Shipping" Platform="Mac"/>
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<Compile Target="UnrealEngineLauncherProxy" Configuration="Shipping" Platform="Mac"/>
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<Command Name="CompileTools"/>
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<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Mac"/>
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<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Mac"/>
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<Compile Target="UnrealCEFSubProcess" Configuration="Development" Platform="Mac"/>
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<Compile Target="UnrealFrontend" Configuration="Development" Platform="Mac"/>
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<Compile Target="UnrealLightmass" Configuration="Development" Platform="Mac"/>
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<Compile Target="UnrealPak" Configuration="Development" Platform="Mac"/>
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<Compile Target="UnrealVersionSelector" Configuration="Shipping" Platform="Mac"/>
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<Compile Target="BootstrapPackagedGame" Configuration="Shipping" Platform="Mac"/>
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<Compile Target="XboxOnePDBFileUtil" Configuration="Development" Platform="Mac"/>
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<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Mac"/>
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</Node>
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</Agent>-->
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<Aggregate Name="Build UE4Editor Win64" Requires="Sign UE4Editor Win64;Build DDC Win64"/>
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<Aggregate Name="Build UE4Editor Mac" Requires="Sign UE4Editor Mac;Build DDC Mac"/>
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<Aggregate Name="Build UE4Game Win64" Requires="Strip UE4Game Win64;Sign UE4Game Win64"/>
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<Aggregate Name="Build UE4Game Win32" Requires="Strip UE4Game Win32;Sign UE4Game Win32"/>
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<Aggregate Name="Build UE4Game Mac" Requires="Strip UE4Game Mac;Sign UE4Game Mac"/>
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<Aggregate Name="Build UE4Game Linux" Requires="Strip UE4Game Linux"/>
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<Aggregate Name="Build UE4Game IOS" Requires="Strip UE4Game IOS"/>
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<Aggregate Name="Build UE4Game TVOS" Requires="Strip UE4Game TVOS"/>
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<Aggregate Name="Build UE4Game Android" Requires="Strip UE4Game Android"/>
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<Aggregate Name="Monolithics" Requires="Build UE4Editor Win64;Build UE4Editor Mac;Build UE4Game Win64;Build UE4Game Mac;Build UE4Game Linux;Build UE4Game IOS;Build UE4Game TVOS;Build UE4Game Android"/>
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<Aggregate Name="ChadTestJob" Requires="Build Tools Win64"/>
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<!-- Email settings -->
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<Local Name="AllNodes" Value="Compile UE4Editor Win64;Compile UE4Editor Mac;Compile UE4Game Win64;Compile UE4Game Mac"/>
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<Notify Targets="$(AllNodes)" Submitters=".../Build/...;.../Source/..." />
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</BuildGraph>
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