Beispiel #1
0
 /**
  *	Modify the newly created module passed in for this platform.
  *	This is not required - but allows for hiding details of a
  *	particular platform.
  *
  *	@param	InModule		The newly loaded module
  *	@param	Target			The target being build
  */
 public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
 {
     if (Target.Platform == UnrealTargetPlatform.HTML5)
     {
         if (InModule.ToString() == "Core")
         {
             InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
             InModule.AddPublicDependencyModule("zlib");
         }
         else if (InModule.ToString() == "Engine")
         {
             InModule.AddPrivateDependencyModule("zlib");
             InModule.AddPrivateDependencyModule("UElibPNG");
             InModule.AddPublicDependencyModule("UEOgg");
             InModule.AddPublicDependencyModule("Vorbis");
         }
     }
     else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac)
     {
         // allow standalone tools to use targetplatform modules, without needing Engine
         if ((!UEBuildConfiguration.bBuildRequiresCookedData &&
              InModule.ToString() == "Engine" &&
              UEBuildConfiguration.bBuildDeveloperTools) ||
             UEBuildConfiguration.bForceBuildTargetPlatforms)
         {
             InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
         }
     }
 }
        /**
         *     Modify the newly created module passed in for this platform.
         *     This is not required - but allows for hiding details of a
         *     particular platform.
         *
         *     @param InModule             The newly loaded module
         *     @param GameName             The game being build
         *     @param Target               The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "UnrealEd")
                    {
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSPlatformEditor");
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AudioFormatADPCM");
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("MetalShaderFormat");
                }
            }
        }
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Linux)
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("LinuxTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("LinuxServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    // InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }
            }
        }
Beispiel #4
0
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ASTCTargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
                        InModule.AddDynamicallyLoadedModule("TextureFormatASTC");
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid");                            // ATITC, ETC1 and ETC2
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM");	//@todo android: android audio
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ASTCTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid");		//@todo android: ShaderFormatAndroid
                }
            }
        }
Beispiel #5
0
 /**
  *	Modify the newly created module passed in for this platform.
  *	This is not required - but allows for hiding details of a
  *	particular platform.
  *
  *	@param	InModule		The newly loaded module
  *	@param	Target			The target being build
  */
 public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
 {
     if (Target.Platform == UnrealTargetPlatform.HTML5)
     {
         if (InModule.ToString() == "Core")
         {
             InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
             InModule.AddPublicDependencyModule("zlib");
         }
         else if (InModule.ToString() == "Engine")
         {
             InModule.AddPrivateDependencyModule("zlib");
             InModule.AddPrivateDependencyModule("UElibPNG");
             InModule.AddPublicDependencyModule("UEOgg");
             InModule.AddPublicDependencyModule("Vorbis");
         }
     }
     else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac )
     {
         // allow standalone tools to use targetplatform modules, without needing Engine
         if ((!UEBuildConfiguration.bBuildRequiresCookedData
             && InModule.ToString() == "Engine"
             && UEBuildConfiguration.bBuildDeveloperTools)
             || UEBuildConfiguration.bForceBuildTargetPlatforms)
         {
             InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
         }
     }
 }
Beispiel #6
0
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *	
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
			if (Target.Platform == UnrealTargetPlatform.HTML5)
            {
                if (InModule.ToString() == "Core")
                {
                    InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
                    InModule.AddPublicDependencyModule("zlib");
                }
                else if (InModule.ToString() == "Engine")
                {
                    InModule.AddPrivateDependencyModule("zlib");
                    InModule.AddPrivateDependencyModule("UElibPNG");
                    InModule.AddPublicDependencyModule("UEOgg");
                    InModule.AddPublicDependencyModule("Vorbis");
                }

                if (InModule.ToString() == "NetworkFile")
                {
                    if (EnableHTTPForNFS)
                    {   
                        InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                        if (Target.Architecture == "-win32")
                        {
                            InModule.AddPrivateDependencyModule("HTML5Win32");
                        }
                        else
                        {
                            InModule.AddPrivateDependencyModule("HTML5JS");
                        }
                    }
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac )
            {
				// allow standalone tools to use targetplatform modules, without needing Engine
				if ((!UEBuildConfiguration.bBuildRequiresCookedData
                    && InModule.ToString() == "Engine"
                    && UEBuildConfiguration.bBuildDeveloperTools)
                    || UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
                }

                if (EnableHTTPForNFS && (Target.Platform == UnrealTargetPlatform.Win64  
                                         || Target.Platform == UnrealTargetPlatform.Mac)
                    )
                {
                    if (InModule.ToString() == "NetworkFile") // client
                    {
                        InModule.AddPrivateDependencyModule("HTTP");
                        InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                    }
                    else if (InModule.ToString() == "NetworkFileSystem") // server 
                    {
                        if (UnrealBuildTool.RunningRocket() == false || 
                            Target.Type == TargetRules.TargetType.Game )
                        {
                            InModule.AddPrivateDependencyModule("WebSockets");
                            InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                        }
                    }
                }
            }
        }
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if (Target.Platform == UnrealTargetPlatform.HTML5)
            {
                if (InModule.ToString() == "Core")
                {
                    InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
                    InModule.AddPublicDependencyModule("zlib");
                }
                else if (InModule.ToString() == "Engine")
                {
                    InModule.AddPrivateDependencyModule("zlib");
                    InModule.AddPrivateDependencyModule("UElibPNG");
                    InModule.AddPublicDependencyModule("UEOgg");
                    InModule.AddPublicDependencyModule("Vorbis");
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Win64)
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
            // 							if (UEBuildConfiguration.bBuildDeveloperTools)
            // 							{
                        // 								InModule.AddPlatformSpecificDynamicallyLoadedModule("AT9AudioFormat");
                        // 								InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TextureFormat");
            // 							}
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    // InModule.AddDynamicallyLoadedModule("HTML5ShaderFormat");
                }
            }
        }
Beispiel #8
0
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if (Target.Platform == UnrealTargetPlatform.HTML5)
            {
                if (InModule.ToString() == "Core")
                {
                    InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
                    InModule.AddPublicDependencyModule("zlib");
                }
                else if (InModule.ToString() == "Engine")
                {
                    InModule.AddPrivateDependencyModule("zlib");
                    InModule.AddPrivateDependencyModule("UElibPNG");
                    InModule.AddPublicDependencyModule("UEOgg");
                    InModule.AddPublicDependencyModule("Vorbis");
                }

                if (InModule.ToString() == "NetworkFile")
                {
                    if (EnableHTTPForNFS)
                    {
                        InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                        if (Target.Architecture == "-win32")
                        {
                            InModule.AddPrivateDependencyModule("HTML5Win32");
                        }
                        else
                        {
                            InModule.AddPrivateDependencyModule("HTML5JS");
                        }
                    }
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac)
            {
                // allow standalone tools to use targetplatform modules, without needing Engine
                if ((!UEBuildConfiguration.bBuildRequiresCookedData &&
                     InModule.ToString() == "Engine" &&
                     UEBuildConfiguration.bBuildDeveloperTools) ||
                    UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
                }

                if (EnableHTTPForNFS && (Target.Platform == UnrealTargetPlatform.Win64 ||
                                         Target.Platform == UnrealTargetPlatform.Mac)
                    )
                {
                    if (InModule.ToString() == "NetworkFile") // client
                    {
                        InModule.AddPrivateDependencyModule("HTTP");
                        InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                    }
                    else if (InModule.ToString() == "NetworkFileSystem") // server
                    {
                        if (UnrealBuildTool.RunningRocket() == false ||
                            Target.Type == TargetRules.TargetType.Game)
                        {
                            InModule.AddPrivateDependencyModule("WebSockets");
                            InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                        }
                    }
                }
            }
        }
Beispiel #9
0
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
//                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                            // @todo es31: Put this back in for ES31 support
                            // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly
                            // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid");    // ATITC, ETC1 and ETC2
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM");	//@todo android: android audio
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
//                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                    // @todo es31: Put this back in for ES31 support
                    // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly
                    // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid");		//@todo android: ShaderFormatAndroid
                }
            }
        }
Beispiel #10
-1
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Linux)
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("LinuxTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("LinuxServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    // InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }
            }
        }
Beispiel #11
-1
        /**
         *     Modify the newly created module passed in for this platform.
         *     This is not required - but allows for hiding details of a
         *     particular platform.
         *     
         *     @param InModule             The newly loaded module
         *     @param GameName             The game being build
         *     @param Target               The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
						InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
						InModule.AddDynamicallyLoadedModule("TextureFormatASTC");
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AudioFormatADPCM");
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("MetalShaderFormat");
                }
            }
        }
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "UnrealEd")
                    {
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidPlatformEditor");
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid");    // ATITC, ETC1 and ETC2
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM");	//@todo android: android audio
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid");		//@todo android: ShaderFormatAndroid
                }
            }
        }
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
            //                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                            // @todo es31: Put this back in for ES31 support
                            // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly
                            // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "UnrealEd")
                    {
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidPlatformEditor");
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid");    // ATITC, ETC1 and ETC2
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM");	//@todo android: android audio
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
            //                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                    // @todo es31: Put this back in for ES31 support
                    // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly
                    // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid");		//@todo android: ShaderFormatAndroid
                }
            }
        }