/// <summary> /// Register the platform with the UEPlatformProjectGenerator class /// </summary> public override void RegisterPlatformProjectGenerator() { // Register this project generator for Win32 and Win64 Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Win32.ToString()); Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Win64.ToString()); UEPlatformProjectGenerator.RegisterPlatformProjectGenerator(UnrealTargetPlatform.Win32, this); UEPlatformProjectGenerator.RegisterPlatformProjectGenerator(UnrealTargetPlatform.Win64, this); }
/** * Register the platform with the UEPlatformProjectGenerator class */ public override void RegisterPlatformProjectGenerator() { // Register this project generator for both Linux if (BuildConfiguration.bPrintDebugInfo) { Console.WriteLine(" Registering for {0}", UnrealTargetPlatform.Linux.ToString()); } UEPlatformProjectGenerator.RegisterPlatformProjectGenerator(UnrealTargetPlatform.Linux, this); }
/// <summary> /// Register the platform with the UEPlatformProjectGenerator class /// </summary> public override void RegisterPlatformProjectGenerator() { if (UWPPlatform.bEnableUWPSupport) { // Register this project generator for UWP Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.UWP.ToString()); UEPlatformProjectGenerator.RegisterPlatformProjectGenerator(UnrealTargetPlatform.UWP, this); } }
/** * Register the platform with the UEPlatformProjectGenerator class */ public override void RegisterPlatformProjectGenerator() { // Register this project generator for WinRT Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.WinRT.ToString()); UEPlatformProjectGenerator.RegisterPlatformProjectGenerator(UnrealTargetPlatform.WinRT, this); // For now only register WinRT_ARM is truly a Windows 8 machine. // This will prevent people who do all platform builds from running into the compiler issue. if (WinRTPlatform.IsWindows8() == true) { Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.WinRT_ARM.ToString()); UEPlatformProjectGenerator.RegisterPlatformProjectGenerator(UnrealTargetPlatform.WinRT_ARM, this); } }
/// <summary> /// Register the platform with the UEPlatformProjectGenerator class /// </summary> public override void RegisterPlatformProjectGenerator() { // Register this project generator for Mac Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.IOS.ToString()); UEPlatformProjectGenerator.RegisterPlatformProjectGenerator(UnrealTargetPlatform.IOS, this); }
/// <summary> /// Register the platform with the UEPlatformProjectGenerator class /// </summary> public override void RegisterPlatformProjectGenerator() { Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Android.ToString()); UEPlatformProjectGenerator.RegisterPlatformProjectGenerator(UnrealTargetPlatform.Android, this); }