Files
UnrealEngineUWP/Engine/Build/InstalledEngineFilters.xml
Ben Marsh 03675533ea Rename UE4Game -> UnrealGame, UE4Client -> UnrealClient, UE4Server -> UnrealServer.
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.

Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.

Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects

#rb none

[CL 14301890 by Ben Marsh in ue5-main branch]
2020-09-11 15:54:42 -04:00

526 lines
18 KiB
XML

<?xml version='1.0' ?>
<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" >
<!-- List of patterns that should always be excluded when making an installed build. Filter the default list of exclusions to include confidential platforms if they're enabled. -->
<Property Name="ConfidentialExceptions" Value=""/>
<ForEach Name="RestrictedFolderName" Values="$(RestrictedFolderNames)">
<ForEach Name="Platform" Values="$(ExtensionPlatforms)">
<Expand Name="FilterRestrictedFolders$(Platform)"/>
</ForEach>
<Do If="'$(RestrictedFolderName)' != ''">
<Property Name="ConfidentialExceptions" Value="$(ConfidentialExceptions);" If="'$(ConfidentialExceptions)' != ''"/>
<Property Name="ConfidentialExceptions" Value="$(ConfidentialExceptions).../$(RestrictedFolderName)/..."/>
</Do>
</ForEach>
<!-- List of file types to be stripped and signed for different platforms -->
<Property Name="Win64StripFilter" Value="*.pdb"/>
<Property Name="Win64StripExceptions" Value="Engine\Binaries\Win64\UnrealEditor*.pdb;Engine\Plugins\...\Binaries\Win64\UnrealEditor*.pdb"/>
<Property Name="MacStripFilter" Value="*.a;"/>
<Property Name="AndroidStripFilter" Value="*.a;*.so"/>
<Property Name="IOSStripFilter" Value="*.a;"/>
<Property Name="TVOSStripFilter" Value="*.a;"/>
<Property Name="LinuxStripFilter" Value="Engine\Binaries\Linux\*."/>
<Property Name="LuminStripFilter" Value="*.a;*.so"/>
<Property Name="HoloLensStripFilter" Value="*.pdb"/>
<Property Name="WindowsSignFilter" Value="*.exe;*.dll"/>
<Property Name="PluginsExceptions">
Engine/Plugins/Enterprise/DatasmithCADImporter/...
Engine/Plugins/Enterprise/DatasmithIFCImporter/...
Engine/Plugins/Enterprise/DatasmithC4DImporter/...
Engine/Plugins/Enterprise/AxFImporter/...
Engine/Plugins/Enterprise/StaticMeshEditorExtension/...
Engine/Plugins/Enterprise/MDLImporter/...
</Property>
<Property Name="MacSignFilter" Value="*.dylib;*.app"/>
<Property Name="SignExceptions" Value=".../ThirdParty/..."/>
<!-- List of project to build Feature packs -->
<Property Name="ProjectsToFeaturePack">
FP_FirstPerson
FP_FirstPersonBP
TP_2DSideScroller
TP_2DSideScrollerBP
TP_Flying
TP_FlyingBP
TP_HandheldARBP
TP_Puzzle
TP_PuzzleBP
TP_Rolling
TP_RollingBP
TP_SideScroller
TP_SideScrollerBP
TP_ThirdPerson
TP_ThirdPersonBP
TP_TopDown
TP_TopDownBP
TP_TwinStick
TP_TwinStickBP
TP_Vehicle
TP_VehicleAdv
TP_VehicleAdvBP
TP_VehicleBP
TP_VirtualRealityBP
TP_CollaborativeBP
</Property>
<!-- List of projects to build DDC for -->
<Property Name="ProjectsToBuildDDC">
Templates/FP_FirstPersonBP/FP_FirstPersonBP.uproject
Templates/TP_FlyingBP/TP_FlyingBP.uproject
Templates/TP_HandheldARBP/TP_HandheldARBP.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_ProductConfigBP/TP_ProductConfigBP.uproject
Templates/TP_PuzzleBP/TP_PuzzleBP.uproject
Templates/TP_2DSideScrollerBP/TP_2DSideScrollerBP.uproject
Templates/TP_VehicleAdvBP/TP_VehicleAdvBP.uproject
Templates/TP_AEC_BlankBP/TP_AEC_BlankBP.uproject
Templates/TP_AEC_ArchvisBP/TP_AEC_ArchvisBP.uproject
Templates/TP_PhotoStudioBP/TP_PhotoStudioBP.uproject
Templates/TP_CollaborativeBP/TP_CollaborativeBP.uproject
Samples/StarterContent/StarterContent.uproject
Samples/MobileStarterContent/MobileStarterContent.uproject
</Property>
<!-- Win64 specific DDC -->
<Property Name="ProjectsToBuildDDCWin64" Value="$(ProjectsToBuildDDC)">
</Property>
<!-- Define Editor Filters -->
<Property Name="CopyEditorFilter">
<!-- This assembly is normally embedded into the UBT executable, but it can technically be rebuilt from an installed build -->
Engine/Binaries/ThirdParty/Newtonsoft/...
Engine/Binaries/ThirdParty/VisualStudio/...
<!-- In-editor documentation -->
Engine/Documentation/Source/Shared/...
Engine/Documentation/Extras/...
<!-- Content folders -->
Engine/Content/...
<!-- Source code -->
Engine/Source/UnrealGame.Target.cs
Engine/Source/UnrealEditor.Target.cs
<!-- Starter content -->
Samples/StarterContent/Content/...
Samples/MobileStarterContent/Content/...
<!-- Templates -->
Templates/TemplateCategories.ini
Templates/FP_FirstPerson/...
Templates/FP_FirstPersonBP/...
Templates/Media/...
Templates/TP_Blank/...
Templates/TP_BlankBP/...
Templates/TP_FirstPerson/...
Templates/TP_FirstPersonBP/...
Templates/TP_Flying/...
Templates/TP_FlyingBP/...
Templates/TP_HandheldARBP/...
Templates/TP_ProductConfigBP/...
Templates/TP_Rolling/...
Templates/TP_RollingBP/...
Templates/TP_SideScroller/...
Templates/TP_SideScrollerBP/...
Templates/TP_ThirdPerson/...
Templates/TP_ThirdPersonBP/...
Templates/TP_TopDown/...
Templates/TP_TopDownBP/...
Templates/TP_TwinStick/...
Templates/TP_TwinStickBP/...
Templates/TP_Vehicle/...
Templates/TP_VehicleBP/...
Templates/TP_Puzzle/...
Templates/TP_PuzzleBP/...
Templates/TP_2DSideScroller/...
Templates/TP_2DSideScrollerBP/...
Templates/TP_VehicleAdv/...
Templates/TP_VehicleAdvBP/...
Templates/TP_VirtualRealityBP/...
<!-- Enterprise Templates -->
Templates/TP_AEC_BlankBP/...
Templates/TP_AEC_ArchvisBP/...
Templates/TP_PhotoStudioBP/...
Templates/TP_ME_BlankBP/...
Templates/TP_ME_VProdBP/...
Templates/TP_CollaborativeBP/...
<!-- Shared template resources -->
Templates/TemplateResources/...
<!-- Build files -->
Engine/Build/Build.version
Engine/Build/Target.cs.template
</Property>
<!-- Files which can exist under any engine or engine-platform directory -->
<Property Name="CopyEditorEngineOrPlatformFilter" Value="">
<!-- Config files -->
Config/...
<!-- Programs -->
Programs/...
<!-- Plugins -->
Plugins/....uplugin
Plugins/.../Content/...
Plugins/.../Config/...
Plugins/.../Resources/...
Plugins/.../Shaders/...
Plugins/.../Source/...
Plugins/.../Templates/...
<!-- Source code -->
Source/Runtime/...
Source/Developer/...
Source/Editor/...
Source/ThirdParty/Licenses/...
Source/Programs/AutomationTool/...
Source/Programs/AutomationToolLauncher/...
Source/Programs/DotNETCommon/...
Source/Programs/UnrealBuildTool/...
Source/Programs/UnrealHeaderTool/...
<!-- Third Party Software description files -->
.../*.tps
<!-- Shaders -->
Shaders/...
</Property>
<ForEach Name="Filter" Values="$(CopyEditorEngineOrPlatformFilter)">
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/$(Filter);Engine/Platforms/*/$(Filter)"/>
</ForEach>
<!-- Optional target files -->
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/UnrealClient.Target.cs" If="$(WithClient)"/>
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/UnrealServer.Target.cs" If="$(WithServer)"/>
<!-- Optional API docs -->
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Documentation/Builds/CppAPI-HTML.tgz" If="Exists('Engine/Documentation/Builds/CppAPI-HTML.tgz')"/>
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Documentation/Builds/BlueprintAPI-HTML.tgz" If="Exists('Engine/Documentation/Builds/BlueprintAPI-HTML.tgz')"/>
<!-- Define Editor Exceptions -->
<Property Name="CopyEditorExceptions">
<!-- Content -->
Engine/Content/....psd
Engine/Content/....pdn
Engine/Content/....fbx
Engine/Content/....po
<!-- Programs -->
Engine/Programs/UnrealGameSync/...
<!-- Plugins -->
Engine/Plugins/Runtime/TwitchLiveStreaming/...
Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/...
Engine/Platforms/*/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/...
<!-- Source code -->
Engine/Source/Runtime/SQLiteSupport/...
<!-- Exclude all the intermediate files in the Engine/Saved folder -->
Engine/Saved/...
<!-- Exclude generated config files/intermediates from Engine/Programs folder -->
Engine/Programs/AutomationTool/...
Engine/Programs/UnrealBuildTool/...
Engine/Programs/UnrealHeaderTool/Intermediate/...
Engine/Programs/UnrealHeaderTool/Saved/...
<!-- Exclude Template intermediates and other files not needed in installed build-->
Templates/*/Binaries/...
Templates/*/Build/Receipts/...
Templates/*/Intermediate/...
Templates/*/DerivedDataCache/...
Templates/*/Saved/...
Templates/*/manifest.json
Templates/*/contents.txt
</Property>
<!-- Filters for installed DDC -->
<Property Name="InstalledDDCEngineContent" Value="Content\..."/>
<Property Name="InstalledDDCEngineContentExcept" Value="....psd;....pdn;....fbx;....po"/>
<Property Name="InstalledDDCEngineConfig" Value="Config\..."/>
<Property Name="InstalledDDCEngineConfigExcept" Value="....vdf"/>
<Property Name="InstalledDDCEnginePlugins" Value="Plugins\....uplugin;Plugins\...\Config\...;Plugins\...\Content\...;Plugins\...\Resources\...;Plugins\...\Shaders\...;Plugins\...\Templates\..."/>
<Property Name="InstalledDDCEnginePluginsExcept" Value="Plugins\Runtime\TwitchLiveStreaming\..."/>
<Property Name="InstalledDDCEngineShaders" Value="Shaders\..."/>
<Property Name="InstalledDDCEngineShadersExcept" Value=""/>
<!-- Projects to be compiled for UAT -->
<Property Name="AutomationToolPaths" Value="Engine/Source/Programs/AutomationTool/..."/>
<!-- Win64 editor specific dependencies -->
<Property Name="CopyEditorFilterWin64" Value="$(CopyEditorFilter)">
<!-- Build batch files -->
Engine/Build/BatchFiles/Build.bat
Engine/Build/BatchFiles/Clean.bat
Engine/Build/BatchFiles/Rebuild.bat
Engine/Build/BatchFiles/RunUAT.bat
Engine/Build/BatchFiles/GetMSBuildPath.bat
<!-- Build utilities -->
Engine/Build/Windows/cl-filter/cl-filter.exe
Engine/Build/Windows/link-filter/link-filter.exe
Engine/Source/ThirdParty/IntelISPC/bin/Windows/ispc.exe
<!-- Default resource files -->
Engine/Build/Windows/Resources/...
<!-- Binaries which are explicitly staged by UAT rather than listing runtime dependencies -->
Engine/Binaries/ThirdParty/OpenSSL/...
<!-- Extra tools -->
Engine/Extras/3dsMaxScripts/...
Engine/Extras/VisualStudioDebugging/UE4.natvis
Engine/Extras/MayaLiveLink/...
Engine/Extras/MayaVelocityGridExporter/...
Engine/Extras/UnrealVS/...
Engine/Extras/Redist/en-us/*
<!-- Virtual Production Templates -->
Templates/TP_nDisplayBP/...
<!-- Enterprise Templates -->
Templates/TP_HololensBP/...
</Property>
<Property Name="CopyEditorExceptionsWin64" Value="$(CopyEditorExceptions)">
<!-- Exclude Mac binaries on windows here, because previous wildcard for plugin resources matches OSX dsym resources on Windows -->
Engine/Plugins/.../Binaries/Mac/...
</Property>
<!-- Mac editor specific dependencies -->
<!-- Files needed to build on Mac, either natively or via the remote toolchain -->
<Property Name="MacBuildFiles">
<!-- Build batch files -->
Engine/Build/BatchFiles/Mac/Build.sh
Engine/Build/BatchFiles/Mac/GenerateLLDBInit.sh
Engine/Build/BatchFiles/Mac/FixDependencyFiles.sh
Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh
Engine/Build/BatchFiles/Mac/SetupEnvironment.sh
Engine/Build/BatchFiles/Mac/SetupMono.sh
Engine/Build/BatchFiles/Mac/FixMonoFiles.sh
Engine/Build/BatchFiles/Mac/RunMono.sh
Engine/Build/BatchFiles/Mac/RunXBuild.sh
Engine/Build/BatchFiles/Mac/XcodeBuild.sh
Engine/Build/BatchFiles/RunUAT.command
Engine/Build/BatchFiles/RunUAT.sh
<!-- Mono -->
Engine/Binaries/ThirdParty/Mono/Mac/...
</Property>
<Property Name="CopyEditorFilterMac" Value="$(CopyEditorFilter);$(MacBuildFiles)">
<!-- Extra tools -->
Engine/Extras/LLDBDataFormatters/UE4DataFormatters.py
</Property>
<Property Name="CopyEditorExceptionsMac" Value="$(CopyEditorExceptions)">
<!-- Exclude Windows binaries on Mac here -->
Engine/Plugins/.../Binaries/Win64/...
<!-- Don't want these folders, even if they're part of Windows tools -->
Engine/Binaries/Win64/...
</Property>
<!-- Linux editor specific dependencies -->
<Property Name="CopyEditorFilterLinux" Value="$(CopyEditorFilter)">
<!-- Build batch files -->
Engine/Build/BatchFiles/Linux/Build.sh
Engine/Build/BatchFiles/Linux/GenerateGDBInit.sh
Engine/Build/BatchFiles/Linux/FixDependencyFiles.sh
Engine/Build/BatchFiles/Linux/GenerateProjectFiles.sh
Engine/Build/BatchFiles/Linux/QASmokeManual.sh
Engine/Build/BatchFiles/Linux/Setup.sh
Engine/Build/BatchFiles/Linux/SetupEnvironment.sh
Engine/Build/BatchFiles/Linux/SetupMono.sh
Engine/Build/BatchFiles/Linux/FixMonoFiles.sh
Engine/Build/BatchFiles/Linux/RunMono.sh
Engine/Build/BatchFiles/Linux/RunXBuild.sh
Engine/Build/BatchFiles/RunUAT.sh
<!-- Debug tools -->
Engine/Binaries/Linux/dump_syms
Engine/Binaries/Linux/BreakpadSymbolEncoder
<!-- Mono -->
Engine/Binaries/ThirdParty/Mono/...
<!-- Extra tools -->
Engine/Extras/GDBPrinters/UE4Printers.py
<!-- Bundled libcxx -->
Engine/Source/ThirdParty/Linux/LibCxx/...
</Property>
<Property Name="CopyEditorExceptionsLinux" Value="$(CopyEditorExceptions)">
FeaturePacks/TP_VirtualRealityBP.upack
Templates/TP_VirtualRealityBP/...
</Property>
<!-- Target Platform Filters/Exceptions -->
<!-- Win64 -->
<Property Name="CopyWin64Filter">
<!-- Natvis helpers for live coding -->
Engine/Extras/NatvisHelpers/Win64/NatvisHelpers.lib
<!-- App local dependencies -->
Engine/Binaries/ThirdParty/AppLocalDependencies/...
<!-- Oculus Libraries & Build Files -->
Engine/Source/ThirdParty/Oculus/LibOVRAudio/LibOVRAudio/lib/win64/*.lib
Engine/Source/ThirdParty/Oculus/LibOVRAudio/*.tps
Engine/Source/ThirdParty/Oculus/LibOVRAvatar/LibOVRAvatar/lib/win64/*.lib
Engine/Source/ThirdParty/Oculus/LibOVRAvatar/*.tps
Engine/Source/ThirdParty/Oculus/LibOVRPlatform/LibOVRPlatform/lib/*.lib
Engine/Source/ThirdParty/Oculus/LibOVRPlatform/*.tps
Engine/Source/ThirdParty/Oculus/OVRPlugin/OVRPlugin/lib/Win64/*.lib
Engine/Source/ThirdParty/Oculus/OVRPlugin/*.tps
</Property>
<Property Name="CopyWin64Exceptions">
</Property>
<!-- Mac -->
<Property Name="CopyMacFilter">
Engine/Binaries/Mac/BootstrapPackagedGame.app/...
</Property>
<Property Name="CopyMacExceptions">
</Property>
<!-- Android -->
<Property Name="CopyAndroidFilter">
<!-- Build Files -->
Engine/Build/Android/...
Engine/Extras/Android/...
Engine/Source/ThirdParty/Android/...
Engine/Source/ThirdParty/AndroidPermission/...
Engine/Source/ThirdParty/GoogleARCore/...
Engine/Source/ThirdParty/GoogleGameSDK/...
Engine/Source/ThirdParty/GoogleVR/...
Engine/Source/ThirdParty/GoogleInstantPreview/InstantPreview.apk
Engine/Source/ThirdParty/Oculus/LibOVRAudio/LibOVRAudio/lib/*/*.so
Engine/Source/ThirdParty/Oculus/LibOVRAudio/*.tps
Engine/Source/ThirdParty/Oculus/LibOVRAudio/*.xml
Engine/Source/ThirdParty/Oculus/LibOVRAvatar/LibOVRAvatar/lib/*/*.so
Engine/Source/ThirdParty/Oculus/LibOVRAvatar/*.tps
Engine/Source/ThirdParty/Oculus/LibOVRAvatar/*.xml
Engine/Source/ThirdParty/Oculus/LibOVRPlatform/LibOVRPlatform/lib/*.so
Engine/Source/ThirdParty/Oculus/LibOVRPlatform/*.tps
Engine/Source/ThirdParty/Oculus/LibOVRPlatform/*.xml
Engine/Source/ThirdParty/Oculus/OVRPlugin/OVRPlugin/lib/*/.so
Engine/Source/ThirdParty/Oculus/OVRPlugin/*.tps
Engine/Source/ThirdParty/Oculus/OVRPlugin/*.xml
Engine/Source/ThirdParty/ResonanceAudioApi/...
Engine/Source/ThirdParty/TangoSDK/...
Engine/Source/ThirdParty/Vivox/vivox-sdk/Lib/Android/sdk-release.aar
Engine/Source/ThirdParty/Vivox/vivox-sdk/VivoxCoreSDK_UPL.xml
</Property>
<Property Name="CopyAndroidExceptions">
Engine/Binaries/Android/....apk
</Property>
<!-- IOS -->
<Property Name="CopyIOSFilter" Value="$(MacBuildFiles)">
<!-- Build Files -->
Engine/Build/IOS/...
Engine/Source/ThirdParty/IOS/SoundSwitch/...
</Property>
<Property Name="CopyIOSFilterWin64" Value="$(CopyIOSFilter)">
Engine/Binaries/DotNET/IOS/openssl.exe
Engine/Binaries/Mac/DsymExporter*
Engine/Binaries/ThirdParty/ICU/icu4c-53_1/Mac/...
Engine/Binaries/ThirdParty/IOS/*
Engine/Build/BatchFiles/MakeAndInstallSSHKey.bat
Engine/Build/Rsync/...
Engine/Extras/ThirdPartyNotUE/DeltaCopy/...
</Property>
<Property Name="CopyIOSExceptions">
<!-- Build Files -->
Engine/Build/IOS/....psd
Engine/Build/IOS/....mobileprovision
Engine/Build/IOS/UnrealRemoteTool
</Property>
<!-- TVOS -->
<Property Name="CopyTVOSFilter" Value="$(MacBuildFiles)">
<!-- Build Files -->
Engine/Build/TVOS/...
</Property>
<!-- TVOS on Win64 specific -->
<Property Name="CopyTVOSFilterWin64" Value="$(CopyTVOSFilter)">
Engine/Binaries/DotNET/IOS/openssl.exe
Engine/Binaries/ThirdParty/IOS/*
Engine/Build/BatchFiles/MakeAndInstallSSHKey.bat
Engine/Extras/ThirdPartyNotUE/DeltaCopy/...
</Property>
<Property Name="CopyTVOSExceptions">
<!-- Build Files -->
Engine/Build/TVOS/....psd
Engine/Build/TVOS/....mobileprovision
</Property>
<!-- Linux -->
<Property Name="CopyLinuxFilter">
Engine/Binaries/ThirdParty/OpenAL/...
Engine/Binaries/ThirdParty/ICU/icu4c-53_1/Linux/x86_64-unknown-linux-gnu/*.so
Engine/Source/ThirdParty/Linux/LibCxx/...
Engine/Source/ThirdParty/Linux/HaveLinuxDependencies
</Property>
<Property Name="CopyLinuxFilterWin64" Value="$(CopyLinuxFilter)">
<!-- Linux cross build Debug tools -->
Engine/Binaries/Linux/dump_syms.exe
Engine/Binaries/Linux/BreakpadSymbolEncoder.exe
</Property>
<Property Name="CopyLinuxExceptions">
</Property>
<Property Name="CopyLinuxFilter" Value="$(CopyLinuxFilter);Engine/Extras/ThirdPartyNotUE/putty/..."/>
<!-- Win64 specific -->
<!-- Platform extensions filter overrides -->
<ForEach Name="Platform" Values="$(ExtensionPlatforms)">
<Expand Name="$(Platform)FilterOverrides"/>
</ForEach>
<!-- Lumin -->
<Property Name="CopyLuminFilter">
<!-- Build Files -->
Engine/Build/Lumin/...
Engine/Source/ThirdParty/ResonanceAudioApi/...
</Property>
<Property Name="CopyLuminExceptions">
</Property>
<!-- HoloLens -->
<Property Name="CopyHoloLensFilter">
<!-- Build Files -->
Engine/Build/HoloLens/...
</Property>
<Property Name="CopyHoloLensExceptions">
</Property>
</BuildGraph>