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Add BuildOnlyPlatforms_MonolithicOnly to the RulesCompiler, to specify platforms that we want to compile but not cook Add concept of "Dependent platform" to UAT, where the cooked data comes from a source platform, and is duplicated at stage time Updated brutal submit to handle the same changes already being submitted during a build. Brutal submit now considers it as success when it attempts to reconcile with latest in P4 and finds no files are different in its workspace. Fix formatting on automation.cs files to avoid future integration issues, unify as tabs-as-tabs instead of spaces #codereview kellan.carr [CL 2261070 by Ben Zeigler in Main branch]
28 lines
856 B
C#
28 lines
856 B
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Reflection;
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using AutomationTool;
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using UnrealBuildTool;
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[Help(@"Generates IOS debug symbols for a remote project.")]
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[Help("project=Name", @"Project name (required), i.e: -project=QAGame")]
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[Help("config=Configuration", @"Project configuration (required), i.e: -config=Development")]
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public class GenerateDSYM : BuildCommand
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{
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#region BaseCommand interface
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public override void ExecuteBuild()
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{
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var ProjectName = ParseParamValue("project");
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var Config = ParseParamValue("config");
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var IPPExe = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/IOS/IPhonePackager.exe");
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RunAndLog(CmdEnv, IPPExe, "RPC " + ProjectName + " -config " + Config + " GenDSYM");
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}
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#endregion
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} |