Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Modes/SetupPlatformsMode.cs
josh adams f6381544e2 - Allow a project to override the Main SDK version for a platform (the platform's project Engine.ini would set
[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]
2023-06-02 13:42:59 -04:00

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);
}
}
}