Exemple #1
0
 /// <summary>
 /// Process all modules that aren't yet bound, creating binaries for modules that don't yet have one (if needed),
 /// and updating modules for circular dependencies.
 /// </summary>
 /// <returns>List of newly-created binaries (may be empty)</returns>
 public override void ProcessUnboundModules()
 {
     if (Config.bHasModuleRules)
     {
         // Modules may be added to this binary during this process, so don't foreach over ModuleNames
         for (int Idx = 0; Idx < ModuleNames.Count; Idx++)
         {
             UEBuildModule Module = Target.FindOrCreateModuleByName(ModuleNames[Idx]);
             Module.RecursivelyProcessUnboundModules();
         }
     }
 }