/// <summary> /// Optionally compiles and loads target rules assembly. /// </summary> /// <param name="Properties"></param> /// <param name="TargetsDllFilename"></param> /// <param name="DoNotCompile"></param> /// <param name="TargetScripts"></param> private static void CompileAndLoadTargetsAssembly(ProjectProperties Properties, FileReference TargetsDllFilename, bool DoNotCompile, List <FileReference> TargetScripts) { CommandUtils.LogVerbose("Compiling targets DLL: {0}", TargetsDllFilename); var ReferencedAssemblies = new List <string>() { "System.dll", "System.Core.dll", "System.Xml.dll", typeof(UnrealBuildTool.PlatformExports).Assembly.Location }; List <string> PreprocessorDefinitions = RulesAssembly.GetPreprocessorDefinitions(); var TargetsDLL = DynamicCompilation.CompileAndLoadAssembly(TargetsDllFilename, TargetScripts, ReferencedAssemblies, PreprocessorDefinitions, DoNotCompile); var AllCompiledTypes = TargetsDLL.GetTypes(); foreach (Type TargetType in AllCompiledTypes) { // Find TargetRules but skip all "UE4Editor", "UE4Game" targets. if (typeof(TargetRules).IsAssignableFrom(TargetType)) { string TargetName = GetTargetName(TargetType); ReadOnlyBuildVersion Version = new ReadOnlyBuildVersion(BuildVersion.ReadDefault()); TargetInfo DummyTargetInfo = new TargetInfo(TargetName, BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, "", Properties.RawProjectPath, Version); // Create an instance of this type CommandUtils.LogVerbose("Creating target rules object: {0}", TargetType.Name); TargetRules Rules = Activator.CreateInstance(TargetType, DummyTargetInfo) as TargetRules; CommandUtils.LogVerbose("Adding target: {0} ({1})", TargetType.Name, Rules.Type); SingleTargetProperties TargetData; TargetData.TargetName = GetTargetName(TargetType); TargetData.Rules = Rules; if (Rules.Type == global::UnrealBuildTool.TargetType.Program) { Properties.Programs.Add(TargetData); } else { Properties.Targets.Add(Rules.Type, TargetData); } } } }