Example #1
0
        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);
        }
Example #2
0
 /// <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);
     }
 }