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TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
51 lines
1.2 KiB
C#
51 lines
1.2 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class IOSTargetPlatform : ModuleRules
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{
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public IOSTargetPlatform(TargetInfo Target)
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{
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BinariesSubFolder = "IOS";
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"TargetPlatform",
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"DesktopPlatform",
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"LaunchDaemonMessages",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Messaging",
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"TargetDeviceServices",
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}
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);
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PlatformSpecificDynamicallyLoadedModuleNames.Add("LaunchDaemonMessages");
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//This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
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PublicIncludePaths.AddRange(
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new string[]
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{
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"Runtime/Core/Public/Apple",
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"Runtime/Core/Public/IOS",
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}
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);
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if (UEBuildConfiguration.bCompileAgainstEngine)
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{
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PrivateDependencyModuleNames.Add("Engine");
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}
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if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
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}
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}
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}
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