public void InitUPL(TargetReceipt Receipt) { DirectoryReference ProjectDirectory = Receipt.ProjectDir ?? UnrealBuildTool.EngineDirectory; string UE4BuildPath = Path.Combine(ProjectDirectory.FullName, "Intermediate/Lumin/Mabu"); string RelativeEnginePath = UnrealBuildTool.EngineDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory()); string RelativeProjectPath = ProjectDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory()); //.MakeRelativeTo(ProjectDirectory); string ConfigurationString = Receipt.Configuration.ToString(); IconDirectory = Path.Combine(ProjectDirectory.FullName, "Build/Lumin/Resources/"); IconDirectory = IconDirectory.Replace('\\', '/').Replace("//", "/"); string Architecture = "arm64-v8a"; List <string> MLSDKArches = new List <string>(); MLSDKArches.Add(Architecture); SetLuminPluginData(MLSDKArches, CollectPluginDataPaths(Receipt)); bool bIsEmbedded = Receipt.HasValueForAdditionalProperty("CompileAsDll", "true"); //gather all of the xml UPL.Init(MLSDKArches, true, RelativeEnginePath, UE4BuildPath, RelativeProjectPath, ConfigurationString, bIsEmbedded); }
/// <summary> /// Deploys the given target /// </summary> /// <param name="Receipt">Receipt for the target being deployed</param> public override void Deploy(TargetReceipt Receipt) { if (Receipt.HasValueForAdditionalProperty("CompileAsDll", "true")) { // IOSToolchain.PostBuildSync handles the copy, nothing else to do here } else { new UEDeployIOS().PrepTargetForDeployment(Receipt); } }