You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
[OverrideSDK] SDKVersion=x.y.z and AutoSDK, or anything using GetMainVersion(), would use that version string instead - If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc) - This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share - Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides) #rb david.harvey,dave.barrett #jira UE-185364 #preflight 647a12e7b0670733186c928e [CL 25767233 by josh adams in ue5-main branch]
27 lines
757 B
C#
27 lines
757 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using System.Threading.Tasks;
|
|
using EpicGames.Core;
|
|
using Microsoft.Extensions.Logging;
|
|
|
|
namespace UnrealBuildTool
|
|
{
|
|
/// <summary>
|
|
/// Register all platforms (and in the process, configure all autosdks)
|
|
/// </summary>
|
|
[ToolMode("SetupPlatforms", ToolModeOptions.XmlConfig | ToolModeOptions.BuildPlatforms | ToolModeOptions.SingleInstance)]
|
|
class SetupPlatforms : ToolMode
|
|
{
|
|
/// <summary>
|
|
/// Execute the tool mode
|
|
/// </summary>
|
|
/// <param name="Arguments">Command line arguments</param>
|
|
/// <returns>Exit code</returns>
|
|
/// <param name="Logger"></param>
|
|
public override Task<int> ExecuteAsync(CommandLineArguments Arguments, ILogger Logger)
|
|
{
|
|
return Task.FromResult(0);
|
|
}
|
|
}
|
|
}
|