Example #1
0
 /// <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>
 /// Allow various platform project generators to generate stub projects if required
 /// </summary>
 /// <param name="InTargetName"></param>
 /// <param name="InTargetFilepath"></param>
 /// <returns></returns>
 public static bool GenerateGameProjectStubs(ProjectFileGenerator InGenerator, string InTargetName, string InTargetFilepath, TargetRules InTargetRules,
                                             List <UnrealTargetPlatform> InPlatforms, List <UnrealTargetConfiguration> InConfigurations)
 {
     foreach (KeyValuePair <UnrealTargetPlatform, UEPlatformProjectGenerator> Entry in ProjectGeneratorDictionary)
     {
         UEPlatformProjectGenerator ProjGen = Entry.Value;
         ProjGen.GenerateGameProjectStub(InGenerator, InTargetName, InTargetFilepath, InTargetRules, InPlatforms, InConfigurations);
     }
     return(true);
 }
        /// <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);
            }
        }
        public static bool PlatformRequiresVSUserFileGeneration(List <UnrealTargetPlatform> InPlatforms, List <UnrealTargetConfiguration> InConfigurations)
        {
            bool bRequiresVSUserFileGeneration = false;

            foreach (KeyValuePair <UnrealTargetPlatform, UEPlatformProjectGenerator> Entry in ProjectGeneratorDictionary)
            {
                if (InPlatforms.Contains(Entry.Key))
                {
                    UEPlatformProjectGenerator ProjGen = Entry.Value;
                    bRequiresVSUserFileGeneration |= ProjGen.RequiresVSUserFileGeneration();
                }
            }
            return(bRequiresVSUserFileGeneration);
        }
        /**
         *	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 given platforms UEPlatformProjectGenerator instance
		/// </summary>
		/// <param name="InPlatform">  The UnrealTargetPlatform to register with</param>
		/// <param name="InProjectGenerator">The UEPlatformProjectGenerator instance to use for the InPlatform</param>
		public static void RegisterPlatformProjectGenerator(UnrealTargetPlatform InPlatform, UEPlatformProjectGenerator InProjectGenerator)
		{
			// Make sure the build platform is legal
			var BuildPlatform = UEBuildPlatform.GetBuildPlatform(InPlatform, true);
			if (BuildPlatform != null)
			{
				if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
				{
					Log.TraceInformation("RegisterPlatformProjectGenerator Warning: Registering project generator {0} for {1} when it is already set to {2}",
						InProjectGenerator.ToString(), InPlatform.ToString(), ProjectGeneratorDictionary[InPlatform].ToString());
					ProjectGeneratorDictionary[InPlatform] = InProjectGenerator;
				}
				else
				{
					ProjectGeneratorDictionary.Add(InPlatform, InProjectGenerator);
				}
			}
			else
			{
				Log.TraceVerbose("Skipping project file generator registration for {0} due to no valid BuildPlatform.", InPlatform.ToString());
			}
		}
        /**
         *	Register the given platforms UEPlatformProjectGenerator instance
         *
         *	@param	InPlatform			The UnrealTargetPlatform to register with
         *	@param	InProjectGenerator	The UEPlatformProjectGenerator instance to use for the InPlatform
         */
        public static void RegisterPlatformProjectGenerator(UnrealTargetPlatform InPlatform, UEPlatformProjectGenerator InProjectGenerator)
        {
            // Make sure the build platform is legal
            var BuildPlatform = UEBuildPlatform.GetBuildPlatform(InPlatform, true);

            if (BuildPlatform != null)
            {
                if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
                {
                    Log.TraceInformation("RegisterPlatformProjectGenerator Warning: Registering project generator {0} for {1} when it is already set to {2}",
                                         InProjectGenerator.ToString(), InPlatform.ToString(), ProjectGeneratorDictionary[InPlatform].ToString());
                    ProjectGeneratorDictionary[InPlatform] = InProjectGenerator;
                }
                else
                {
                    ProjectGeneratorDictionary.Add(InPlatform, InProjectGenerator);
                }
            }
            else
            {
                Log.TraceVerbose("Skipping project file generator registration for {0} due to no valid BuildPlatform.", InPlatform.ToString());
            }
        }
Example #9
0
 /// <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);
 }
Example #10
0
 /// <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);
 }
Example #11
0
        protected override bool WriteMasterProjectFile(ProjectFile UBTProject)
        {
            bool bSuccess = true;

            var SolutionFileName = MasterProjectName + ".sln";

            // Setup solution file content
            var VCSolutionFileContent = new StringBuilder();

            const string VersionTag = "# UnrealEngineGeneratedSolutionVersion=1.0";

            // Solution file header
            if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
            {
                VCSolutionFileContent.Append(
                    ProjectFileGenerator.NewLine +
                    "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
                    "# Visual Studio 14" + ProjectFileGenerator.NewLine +
                    "VisualStudioVersion = 14.0.22310.1" + ProjectFileGenerator.NewLine +
                    "MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
            }
            else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
            {
                VCSolutionFileContent.Append(
                    ProjectFileGenerator.NewLine +
                    "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
                    "# Visual Studio 2013" + ProjectFileGenerator.NewLine +
                    VersionTag + ProjectFileGenerator.NewLine);
            }
            else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2012)
            {
                VCSolutionFileContent.Append(
                    ProjectFileGenerator.NewLine +
                    "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
                    "# Visual Studio 2012" + ProjectFileGenerator.NewLine +
                    VersionTag + ProjectFileGenerator.NewLine);
            }
            else
            {
                throw new BuildException("Unexpected ProjectFileFormat");
            }


            // Solution folders, files and project entries
            {
                // This the GUID that Visual Studio uses to identify a solution folder
                var SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}";

                // Solution folders
                {
                    var AllSolutionFolders = new List <MasterProjectFolder>();
                    System.Action <List <MasterProjectFolder> /* Folders */> GatherFoldersFunction = null;
                    GatherFoldersFunction = FolderList =>
                    {
                        AllSolutionFolders.AddRange(FolderList);
                        foreach (var CurSubFolder in FolderList)
                        {
                            GatherFoldersFunction(CurSubFolder.SubFolders);
                        }
                    };
                    GatherFoldersFunction(RootFolder.SubFolders);

                    foreach (VisualStudioSolutionFolder CurFolder in AllSolutionFolders)
                    {
                        var FolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
                        VCSolutionFileContent.Append(
                            "Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"" + ProjectFileGenerator.NewLine);

                        // Add any files that are inlined right inside the solution folder
                        if (CurFolder.Files.Count > 0)
                        {
                            VCSolutionFileContent.Append(
                                "	ProjectSection(SolutionItems) = preProject"+ ProjectFileGenerator.NewLine);
                            foreach (var CurFile in CurFolder.Files)
                            {
                                // Syntax is:  <relative file path> = <relative file path>
                                VCSolutionFileContent.Append(
                                    "		"+ CurFile + " = " + CurFile + ProjectFileGenerator.NewLine);
                            }
                            VCSolutionFileContent.Append(
                                "	EndProjectSection"+ ProjectFileGenerator.NewLine);
                        }

                        VCSolutionFileContent.Append(
                            "EndProject" + ProjectFileGenerator.NewLine
                            );
                    }
                }


                // Project files
                foreach (MSBuildProjectFile CurProject in AllProjectFiles)
                {
                    // Visual Studio uses different GUID types depending on the project type
                    string ProjectTypeGUID = CurProject.ProjectTypeGUID;

                    // NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk.  However,
                    //       we prefer it when it does match so we use the actual file name here.
                    var ProjectNameInSolution = Path.GetFileNameWithoutExtension(CurProject.ProjectFilePath);

                    // Use the existing project's GUID that's already known to us
                    var ProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();

                    VCSolutionFileContent.Append(
                        "Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.RelativeProjectFilePath + "\", \"" + ProjectGUID + "\"" + ProjectFileGenerator.NewLine);

                    // Setup dependency on UnrealBuildTool, if we need that.  This makes sure that UnrealBuildTool is
                    // freshly compiled before kicking off any build operations on this target project
                    if (!CurProject.IsStubProject)
                    {
                        var Dependencies = new List <ProjectFile>();
                        if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject)
                        {
                            Dependencies.Add(UBTProject);
                            Dependencies.AddRange(UBTProject.DependsOnProjects);
                        }
                        Dependencies.AddRange(CurProject.DependsOnProjects);

                        if (Dependencies.Count > 0)
                        {
                            VCSolutionFileContent.Append("\tProjectSection(ProjectDependencies) = postProject" + ProjectFileGenerator.NewLine);

                            // Setup any addition dependencies this project has...
                            foreach (var DependsOnProject in Dependencies)
                            {
                                var DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
                                VCSolutionFileContent.Append("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID + ProjectFileGenerator.NewLine);
                            }

                            VCSolutionFileContent.Append("\tEndProjectSection" + ProjectFileGenerator.NewLine);
                        }
                    }

                    VCSolutionFileContent.Append(
                        "EndProject" + ProjectFileGenerator.NewLine
                        );
                }
            }

            // Solution configuration platforms.  This is just a list of all of the platforms and configurations that
            // appear in Visual Studio's build configuration selector.
            var SolutionConfigCombinations = new List <VCSolutionConfigCombination>();

            // The "Global" section has source control, solution configurations, project configurations,
            // preferences, and project hierarchy data
            {
                VCSolutionFileContent.Append(
                    "Global" + ProjectFileGenerator.NewLine);
                {
                    {
                        VCSolutionFileContent.Append(
                            "	GlobalSection(SolutionConfigurationPlatforms) = preSolution"+ ProjectFileGenerator.NewLine);

                        var SolutionConfigurationsValidForProjects = new Dictionary <string, Tuple <UnrealTargetConfiguration, string> >();
                        var PlatformsValidForProjects = new HashSet <UnrealTargetPlatform>();

                        foreach (var CurConfiguration in SupportedConfigurations)
                        {
                            if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                            {
                                foreach (var CurPlatform in SupportedPlatforms)
                                {
                                    if (UnrealBuildTool.IsValidPlatform(CurPlatform))
                                    {
                                        foreach (var CurProject in AllProjectFiles)
                                        {
                                            if (!CurProject.IsStubProject)
                                            {
                                                if (CurProject.ProjectTargets.Count == 0)
                                                {
                                                    throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
                                                }

                                                // Figure out the set of valid target configuration names
                                                foreach (var ProjectTarget in CurProject.ProjectTargets)
                                                {
                                                    if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, CurPlatform, CurConfiguration))
                                                    {
                                                        PlatformsValidForProjects.Add(CurPlatform);

                                                        // Default to a target configuration name of "Game", since that will collapse down to an empty string
                                                        var TargetConfigurationName = TargetRules.TargetType.Game.ToString();
                                                        if (ProjectTarget.TargetRules != null)
                                                        {
                                                            TargetConfigurationName = ProjectTarget.TargetRules.ConfigurationName;
                                                        }

                                                        var SolutionConfigName = MakeSolutionConfigurationName(CurConfiguration, TargetConfigurationName);
                                                        SolutionConfigurationsValidForProjects[SolutionConfigName] = new Tuple <UnrealTargetConfiguration, string>(CurConfiguration, TargetConfigurationName);
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        foreach (var CurPlatform in PlatformsValidForProjects)
                        {
                            foreach (var SolutionConfigKeyValue in SolutionConfigurationsValidForProjects)
                            {
                                // e.g.  "Development|Win64 = Development|Win64"
                                var SolutionConfigName      = SolutionConfigKeyValue.Key;
                                var Configuration           = SolutionConfigKeyValue.Value.Item1;
                                var TargetConfigurationName = SolutionConfigKeyValue.Value.Item2;

                                var SolutionPlatformName = CurPlatform.ToString();

                                var SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
                                SolutionConfigCombinations.Add(
                                    new VCSolutionConfigCombination
                                {
                                    VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair,
                                    Configuration           = Configuration,
                                    Platform                = CurPlatform,
                                    TargetConfigurationName = TargetConfigurationName
                                }
                                    );
                            }
                        }

                        // Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
                        SolutionConfigCombinations.Sort(
                            new Comparison <VCSolutionConfigCombination>(
                                (x, y) => { return(String.Compare(x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName, StringComparison.InvariantCultureIgnoreCase)); }
                                )
                            );

                        var AppendedSolutionConfigAndPlatformNames = new HashSet <string>(StringComparer.InvariantCultureIgnoreCase);
                        foreach (var SolutionConfigCombination in SolutionConfigCombinations)
                        {
                            // We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
                            if (!AppendedSolutionConfigAndPlatformNames.Contains(SolutionConfigCombination.VCSolutionConfigAndPlatformName))
                            {
                                VCSolutionFileContent.Append(
                                    "		"+ SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ProjectFileGenerator.NewLine);
                                AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
                            }
                        }

                        VCSolutionFileContent.Append(
                            "	EndGlobalSection"+ ProjectFileGenerator.NewLine);
                    }


                    // Assign each project's "project configuration" to our "solution platform + configuration" pairs.  This
                    // also sets up which projects are actually built when building the solution.
                    {
                        VCSolutionFileContent.Append(
                            "	GlobalSection(ProjectConfigurationPlatforms) = postSolution"+ ProjectFileGenerator.NewLine);

                        var CombinationsThatWereMatchedToProjects = new List <VCSolutionConfigCombination>();

                        foreach (MSBuildProjectFile CurProject in AllProjectFiles)
                        {
                            // NOTE: We don't emit solution configuration entries for "stub" projects.  Those projects are only
                            // built using UnrealBuildTool and don't require a presence in the solution project list

                            // NOTE: We also process projects that were "imported" here, hoping to match those to our solution
                            //       configurations.  In some cases this may not be successful though.  Imported projects
                            //       should always be carefully setup to match our project generator's solution configs.
                            if (!CurProject.IsStubProject)
                            {
                                if (CurProject.ProjectTargets.Count == 0)
                                {
                                    throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
                                }
                                var IsProgramProject = CurProject.ProjectTargets[0].TargetRules != null && CurProject.ProjectTargets[0].TargetRules.Type == TargetRules.TargetType.Program;

                                var GameOrProgramConfigsAlreadyMapped = new HashSet <string>();
                                foreach (var SolutionConfigCombination in SolutionConfigCombinations)
                                {
                                    // Handle aliasing of Program and Game target configuration names
                                    if ((IsProgramProject && GameOrProgramConfigsAlreadyMapped.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName)) ||
                                        IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Game.ToString() ||
                                        !IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Program.ToString())
                                    {
                                        var TargetConfigurationName = SolutionConfigCombination.TargetConfigurationName;
                                        if (IsProgramProject && TargetConfigurationName == TargetRules.TargetType.Game.ToString())
                                        {
                                            TargetConfigurationName = TargetRules.TargetType.Program.ToString();
                                        }

                                        // Now, we want to find a target in this project that maps to the current solution config combination.  Only up to one target should
                                        // and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
                                        ProjectTarget MatchingProjectTarget = null;
                                        foreach (var ProjectTarget in CurProject.ProjectTargets)
                                        {
                                            bool IsMatchingCombination = VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionConfigCombination.Platform, SolutionConfigCombination.Configuration);
                                            if (ProjectTarget.TargetRules != null)
                                            {
                                                if (TargetConfigurationName != ProjectTarget.TargetRules.ConfigurationName)
                                                {
                                                    // Solution configuration name for this combination doesn't match this target's configuration name.  It's not buildable.
                                                    IsMatchingCombination = false;
                                                }
                                            }
                                            else
                                            {
                                                // UBT gets a pass because it is a dependency of every single configuration combination
                                                if (CurProject != UBTProject &&
                                                    !CurProject.ShouldBuildForAllSolutionTargets &&
                                                    TargetConfigurationName != TargetRules.TargetType.Game.ToString())
                                                {
                                                    // Can't build non-generated project in configurations except for the default (Game)
                                                    IsMatchingCombination = false;
                                                }
                                            }

                                            if (IsMatchingCombination)
                                            {
                                                if (MatchingProjectTarget != null)
                                                {
                                                    // Not expecting more than one target to match a single solution configuration per project!
                                                    throw new BuildException("Not expecting more than one target for project " + CurProject.ProjectFilePath + " to match solution configuration " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
                                                }

                                                MatchingProjectTarget = ProjectTarget;

                                                // NOTE: For faster perf, we could "break" here and bail out early, but that would circumvent the error checking
                                                //		 for multiple targets within a project that may map to a single solution configuration.
                                            }
                                        }

                                        var SolutionConfiguration = SolutionConfigCombination.Configuration;
                                        var SolutionPlatform      = SolutionConfigCombination.Platform;


                                        if (MatchingProjectTarget == null)
                                        {
                                            // The current configuration/platform and target configuration name doesn't map to anything our project actually supports.
                                            // We'll map it to a default config.
                                            SolutionConfiguration = UnrealTargetConfiguration.Development;

                                            // Prefer using Win64 as the default, but fall back to a platform the project file actually supports if needed.  This is for
                                            // projects that can never be compiled in Windows, such as UnrealLaunchDaemon which is an iOS-only program
                                            SolutionPlatform = UnrealTargetPlatform.Win64;
                                            if (CurProject.ProjectTargets[0].TargetRules != null)
                                            {
                                                var ProjectSupportedPlatforms = new List <UnrealTargetPlatform>();
                                                CurProject.ProjectTargets[0].TargetRules.GetSupportedPlatforms(ref ProjectSupportedPlatforms);
                                                if (!ProjectSupportedPlatforms.Contains(SolutionPlatform))
                                                {
                                                    SolutionPlatform = ProjectSupportedPlatforms[0];
                                                }
                                            }


                                            if (IsProgramProject)
                                            {
                                                TargetConfigurationName = TargetRules.TargetType.Program.ToString();
                                            }
                                            else
                                            {
                                                TargetConfigurationName = TargetRules.TargetType.Game.ToString();
                                            }
                                        }


                                        // If the project wants to always build in "Development", regardless of what the solution
                                        // configuration is set to, then we'll do that here.  This is used for projects like
                                        // UnrealBuildTool and ShaderCompileWorker
                                        if (MatchingProjectTarget != null)
                                        {
                                            if (MatchingProjectTarget.ForceDevelopmentConfiguration)
                                            {
                                                SolutionConfiguration = UnrealTargetConfiguration.Development;
                                            }
                                        }


                                        string ProjectConfigName;
                                        string ProjectPlatformName;
                                        CurProject.MakeProjectPlatformAndConfigurationNames(SolutionPlatform, SolutionConfiguration, TargetConfigurationName, out ProjectPlatformName, out ProjectConfigName);

                                        var ProjectConfigAndPlatformPair = ProjectConfigName.ToString() + "|" + ProjectPlatformName.ToString();

                                        // e.g.  "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32"
                                        var CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
                                        VCSolutionFileContent.Append(
                                            "		"+ CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".ActiveCfg = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);


                                        // Set whether this project configuration should be built when the user initiates "build solution"
                                        if (MatchingProjectTarget != null && CurProject.ShouldBuildByDefaultForSolutionTargets)
                                        {
                                            VCSolutionFileContent.Append(
                                                "		"+ CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Build.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);

                                            var ProjGen = UEPlatformProjectGenerator.GetPlatformProjectGenerator(SolutionConfigCombination.Platform, true);
                                            if (MatchingProjectTarget.ProjectDeploys ||
                                                ((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(SolutionPlatform, SolutionConfiguration) == true)))
                                            {
                                                VCSolutionFileContent.Append(
                                                    "		"+ CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Deploy.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
                                            }
                                        }

                                        CombinationsThatWereMatchedToProjects.Add(SolutionConfigCombination);
                                    }
                                }
                            }
                        }

                        // Check for problems
                        foreach (var SolutionConfigCombination in SolutionConfigCombinations)
                        {
                            if (!CombinationsThatWereMatchedToProjects.Contains(SolutionConfigCombination))
                            {
                                throw new BuildException("Unable to find a ProjectTarget that matches the solution configuration/platform mapping: " + SolutionConfigCombination.Configuration.ToString() + ", " + SolutionConfigCombination.Platform.ToString() + ", " + SolutionConfigCombination.TargetConfigurationName);
                            }
                        }
                        VCSolutionFileContent.Append(
                            "	EndGlobalSection"+ ProjectFileGenerator.NewLine);
                    }


                    // Setup other solution properties
                    {
                        VCSolutionFileContent.Append(
                            "	GlobalSection(SolutionProperties) = preSolution"+ ProjectFileGenerator.NewLine);

                        // HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
                        // We don't want that, as we need users to be able to right click on the solution tree item.
                        VCSolutionFileContent.Append(
                            "		HideSolutionNode = FALSE"+ ProjectFileGenerator.NewLine);

                        VCSolutionFileContent.Append(
                            "	EndGlobalSection"+ ProjectFileGenerator.NewLine);
                    }



                    // Solution directory hierarchy
                    {
                        VCSolutionFileContent.Append(
                            "	GlobalSection(NestedProjects) = preSolution"+ ProjectFileGenerator.NewLine);

                        // Every entry in this section is in the format "Guid1 = Guid2".  Guid1 is the child project (or solution
                        // filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
                        // filter) to.  This sets up the hierarchical solution explorer tree for all solution folders and projects.

                        System.Action <StringBuilder /* VCSolutionFileContent */, List <MasterProjectFolder> /* Folders */> FolderProcessorFunction = null;
                        FolderProcessorFunction = (LocalVCSolutionFileContent, LocalMasterProjectFolders) =>
                        {
                            foreach (VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders)
                            {
                                var CurFolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();

                                foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
                                {
                                    //	e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
                                    LocalVCSolutionFileContent.Append(
                                        "		"+ ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
                                }

                                foreach (VisualStudioSolutionFolder SubFolder in CurFolder.SubFolders)
                                {
                                    //	e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
                                    LocalVCSolutionFileContent.Append(
                                        "		"+ SubFolder.FolderGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
                                }

                                // Recurse into subfolders
                                FolderProcessorFunction(LocalVCSolutionFileContent, CurFolder.SubFolders);
                            }
                        };
                        FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);

                        VCSolutionFileContent.Append(
                            "	EndGlobalSection"+ ProjectFileGenerator.NewLine);
                    }
                }

                VCSolutionFileContent.Append(
                    "EndGlobal" + ProjectFileGenerator.NewLine);
            }


            // Save the solution file
            if (bSuccess)
            {
                var SolutionFilePath = Path.Combine(MasterProjectRelativePath, SolutionFileName);
                bSuccess = WriteFileIfChanged(SolutionFilePath, VCSolutionFileContent.ToString());
            }


            // Save a solution config file which selects the development editor configuration by default.
            if (bSuccess)
            {
                // Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
                string SolutionOptionsExtension = "vUnknown.suo";
                switch (ProjectFileFormat)
                {
                case VCProjectFileFormat.VisualStudio2012:
                    SolutionOptionsExtension = "v11.suo";
                    break;

                case VCProjectFileFormat.VisualStudio2013:
                    SolutionOptionsExtension = "v12.suo";
                    break;

                case VCProjectFileFormat.VisualStudio2015:
                    SolutionOptionsExtension = "v14.suo";
                    break;
                }

                // Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
                string SolutionOptionsFileName = Path.Combine(MasterProjectRelativePath, Path.ChangeExtension(SolutionFileName, SolutionOptionsExtension));
                if (!File.Exists(SolutionOptionsFileName))
                {
                    VCSolutionOptions Options = new VCSolutionOptions();

                    // Set the default configuration and startup project
                    VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == "Editor");
                    if (DefaultConfig != null)
                    {
                        List <VCBinarySetting> Settings = new List <VCBinarySetting>();
                        Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName));
                        if (DefaultProject != null)
                        {
                            Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B")));
                        }
                        Options.SetConfiguration(Settings);
                    }

                    // Mark all the projects as closed by default, apart from the startup project
                    VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState();
                    foreach (ProjectFile ProjectFile in AllProjectFiles)
                    {
                        string ProjectName = Path.GetFileNameWithoutExtension(ProjectFile.ProjectFilePath);
                        if (ProjectFile == DefaultProject)
                        {
                            ExplorerState.OpenProjects.Add(new Tuple <string, string[]>(ProjectName, new string[] { ProjectName }));
                        }
                        else
                        {
                            ExplorerState.OpenProjects.Add(new Tuple <string, string[]>(ProjectName, new string[] { }));
                        }
                    }
                    if (IncludeEnginePrograms)
                    {
                        ExplorerState.OpenProjects.Add(new Tuple <string, string[]>("Automation", new string[0]));
                    }
                    Options.SetExplorerState(ExplorerState);

                    // Write the file
                    if (Options.Sections.Count > 0)
                    {
                        Options.Write(SolutionOptionsFileName);
                    }
                }
            }

            return(bSuccess);
        }