protected void DoBuildCookRun(ProjectParams Params) { const ProjectBuildTargets ClientTargets = ProjectBuildTargets.ClientCooked | ProjectBuildTargets.ServerCooked; bool bGenerateNativeScripts = Params.RunAssetNativization; int WorkingCL = -1; if (P4Enabled && GlobalCommandLine.Submit && AllowSubmit) { WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} build from changelist {1}", Params.ShortProjectName, P4Env.Changelist)); } Project.Build(this, Params, WorkingCL, bGenerateNativeScripts ? (ProjectBuildTargets.All & ~ClientTargets) : ProjectBuildTargets.All); Project.Cook(Params); if (bGenerateNativeScripts) { Project.Build(this, Params, WorkingCL, ClientTargets); } Project.CopyBuildToStagingDirectory(Params); Project.Package(Params, WorkingCL); Project.Archive(Params); Project.Deploy(Params); PrintRunTime(); Project.Run(Params); // Check everything in! if (WorkingCL != -1) { int SubmittedCL; P4.Submit(WorkingCL, out SubmittedCL, true, true); } }
protected void DoBuildCookRun(ProjectParams Params) { const ProjectBuildTargets ClientTargets = ProjectBuildTargets.ClientCooked | ProjectBuildTargets.ServerCooked; bool bGenerateNativeScripts = Params.RunAssetNativization; int WorkingCL = -1; if (P4Enabled && GlobalCommandLine.Submit && AllowSubmit) { WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} build from changelist {1}", Params.ShortProjectName, P4Env.Changelist)); } Project.Build(this, Params, WorkingCL, bGenerateNativeScripts ? (ProjectBuildTargets.All & ~ClientTargets) : ProjectBuildTargets.All); Project.Cook(Params); if (bGenerateNativeScripts) { // crash reporter is built along with client targets, so we need to // include that target flag here as well - note: that its not folded // into ClientTargets because the editor needs its own CrashReporter // as well (which would be built above) Project.Build(this, Params, WorkingCL, ClientTargets | ProjectBuildTargets.CrashReporter); } else { ConfigHierarchy GameIni = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, Params.RawProjectPath.Directory, HostPlatform.Current.HostEditorPlatform); if (GameIni != null) { List <string> NativizeBlueprintAssets = null; string BlueprintNativizationMethod = "Disabled"; bool bWarnIfPackagedWithoutNativizationFlag = true; GameIni.GetString("/Script/UnrealEd.ProjectPackagingSettings", "BlueprintNativizationMethod", out BlueprintNativizationMethod); GameIni.GetBool("/Script/UnrealEd.ProjectPackagingSettings", "bWarnIfPackagedWithoutNativizationFlag", out bWarnIfPackagedWithoutNativizationFlag); GameIni.GetArray("/Script/UnrealEd.ProjectPackagingSettings", "NativizeBlueprintAssets", out NativizeBlueprintAssets); if (bWarnIfPackagedWithoutNativizationFlag && BlueprintNativizationMethod != "Disabled") { // Warn if we're cooking without the -nativizeAssets flag, when the project settings specify a nativization method. // If the "exclusive" (whitelist) method is set, we only warn if at least one asset has been selected for conversion. if (BlueprintNativizationMethod != "Exclusive" || (NativizeBlueprintAssets != null && NativizeBlueprintAssets.Count > 0)) { LogWarning("Project is configured for Blueprint nativization, but the conversion flag (-nativizeAssets) was omitted from the command line. No nativized assets have been built as a result."); } } } } Project.CopyBuildToStagingDirectory(Params); Project.Package(Params, WorkingCL); Project.Archive(Params); Project.Deploy(Params); PrintRunTime(); Project.Run(Params); // Check everything in! if (WorkingCL != -1) { int SubmittedCL; P4.Submit(WorkingCL, out SubmittedCL, true, true); } }
protected void DoBuildCookRun(ProjectParams Params) { const ProjectBuildTargets ClientTargets = ProjectBuildTargets.ClientCooked | ProjectBuildTargets.ServerCooked; bool bGenerateNativeScripts = Params.RunAssetNativization; int WorkingCL = -1; if (P4Enabled && GlobalCommandLine.Submit && AllowSubmit) { WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} build from changelist {1}", Params.ShortProjectName, P4Env.Changelist)); } Project.Build(this, Params, WorkingCL, bGenerateNativeScripts ? (ProjectBuildTargets.All & ~ClientTargets) : ProjectBuildTargets.All); Project.Cook(Params); if (bGenerateNativeScripts) { // crash reporter is built along with client targets, so we need to // include that target flag here as well - note: that its not folded // into ClientTargets because the editor needs its own CrashReporter // as well (which would be built above) Project.Build(this, Params, WorkingCL, ClientTargets | ProjectBuildTargets.CrashReporter); } Project.CopyBuildToStagingDirectory(Params); Project.Package(Params, WorkingCL); Project.Archive(Params); Project.Deploy(Params); PrintRunTime(); Project.Run(Params); Project.GetFile(Params); // Check everything in! if (WorkingCL != -1) { int SubmittedCL; P4.Submit(WorkingCL, out SubmittedCL, true, true); } }
public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All) { Params.ValidateAndLog(); if (!Params.Build) { return; } Log("********** BUILD COMMAND STARTED **********"); var UE4Build = new UE4Build(Command); var Agenda = new UE4Build.BuildAgenda(); var CrashReportPlatforms = new HashSet <UnrealTargetPlatform>(); // Setup editor targets if (Params.HasEditorTargets && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor) { // @todo Mac: proper platform detection UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform; const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development; CrashReportPlatforms.Add(EditorPlatform); Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath); if (Params.EditorTargets.Contains("UnrealHeaderTool") == false) { Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration); } if (Params.EditorTargets.Contains("ShaderCompileWorker") == false) { Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration); } if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false) { Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration); } if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false) { Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration); } } // Setup cooked targets if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked) { List <UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ClientConfigsToBuild) { foreach (var ClientPlatformType in UniquePlatformTypes) { string AdditionalArgs = GetBlueprintPluginPathArgument(Params, true, ClientPlatformType); AdditionalArgs += " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\""; if (Params.IsCodeBasedProject == false) { AdditionalArgs += " -project=\"" + Path.GetFullPath(Params.RawProjectPath.FullName) + "\""; } CrashReportPlatforms.Add(ClientPlatformType); Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: AdditionalArgs); } } } if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked) { List <UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ServerConfigsToBuild) { foreach (var ServerPlatformType in UniquePlatformTypes) { string AdditionalArgs = GetBlueprintPluginPathArgument(Params, false, ServerPlatformType); AdditionalArgs += " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\""; if (Params.IsCodeBasedProject == false) { AdditionalArgs += " -project=\"" + Path.GetFullPath(Params.RawProjectPath.FullName) + "\""; } CrashReportPlatforms.Add(ServerPlatformType); Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: AdditionalArgs); } } } if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap) { UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 }; foreach (UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms) { if (Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType))) { Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping); } } } if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter) { foreach (var CrashReportPlatform in CrashReportPlatforms) { if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform)) { Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping); } } } if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs) { List <UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ClientConfigsToBuild) { foreach (var ClientPlatformType in UniquePlatformTypes) { Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath); } } } UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0); if (WorkingCL > 0) // only move UAT files if we intend to check in some build products { UE4Build.AddUATFilesToBuildProducts(); } UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles); if (WorkingCL > 0) { // Sign everything we built CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles); // Open files for add or edit UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles); } Log("********** BUILD COMMAND COMPLETED **********"); }
public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All) { Params.ValidateAndLog(); if (!Params.Build) { return; } Log("********** BUILD COMMAND STARTED **********"); var UE4Build = new UE4Build(Command); var Agenda = new UE4Build.BuildAgenda(); var CrashReportPlatforms = new HashSet <UnrealTargetPlatform>(); // Setup editor targets if (Params.HasEditorTargets && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor) { // @todo Mac: proper platform detection UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform; const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development; CrashReportPlatforms.Add(EditorPlatform); Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath); if (Params.EditorTargets.Contains("UnrealHeaderTool") == false) { Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration); } if (Params.EditorTargets.Contains("ShaderCompileWorker") == false) { Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration); } if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false) { Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration); } if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false) { Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration); } } string ScriptPluginArgs = ""; // if we're utilizing an auto-generated code plugin/module (a product of // the cook process), make sure to compile it along with the targets here if (Params.RunAssetNativization) { // Add every plugin: foreach (var CodePlugin in Params.BlueprintPluginPaths) { ScriptPluginArgs = "-PLUGIN \"" + CodePlugin + "\""; } } // Setup cooked targets if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked) { foreach (var BuildConfig in Params.ClientConfigsToBuild) { foreach (var ClientPlatform in Params.ClientTargetPlatforms) { CrashReportPlatforms.Add(ClientPlatform); Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\""); } } } if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked) { foreach (var BuildConfig in Params.ServerConfigsToBuild) { foreach (var ServerPlatform in Params.ServerTargetPlatforms) { CrashReportPlatforms.Add(ServerPlatform); Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\""); } } } if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap) { UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 }; foreach (UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatform in BootstrapPackagedGamePlatforms) { if (Params.ClientTargetPlatforms.Contains(BootstrapPackagedGamePlatform)) { Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatform, UnrealBuildTool.UnrealTargetConfiguration.Shipping); } } } if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter) { foreach (var CrashReportPlatform in CrashReportPlatforms) { if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform)) { Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping); } } } if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs) { foreach (var BuildConfig in Params.ClientConfigsToBuild) { foreach (var ClientPlatform in Params.ClientTargetPlatforms) { Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath); } } } UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0); if (WorkingCL > 0) // only move UAT files if we intend to check in some build products { UE4Build.AddUATFilesToBuildProducts(); } UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles); if (WorkingCL > 0) { // Sign everything we built CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles); // Open files for add or edit UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles); } Log("********** BUILD COMMAND COMPLETED **********"); }
public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All) { Params.ValidateAndLog(); if (!Params.Build) { return; } if (CommandUtils.IsEngineInstalled() && !Params.IsCodeBasedProject) { return; } LogInformation("********** BUILD COMMAND STARTED **********"); var UE4Build = new UE4Build(Command); var Agenda = new UE4Build.BuildAgenda(); var CrashReportPlatforms = new HashSet <UnrealTargetPlatform>(); // Setup editor targets if (Params.HasEditorTargets && (!Params.SkipBuildEditor) && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor) { // @todo Mac: proper platform detection UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform; const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development; Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath); if (!CommandUtils.IsEngineInstalled()) { CrashReportPlatforms.Add(EditorPlatform); if (Params.EditorTargets.Contains("UnrealHeaderTool") == false) { Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration); } if (Params.EditorTargets.Contains("ShaderCompileWorker") == false) { Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration); } if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false) { Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration); } } } // allow all involved platforms to hook into the agenda HashSet <UnrealTargetPlatform> UniquePlatforms = new HashSet <UnrealTargetPlatform>(); UniquePlatforms.UnionWith(Params.ClientTargetPlatforms.Select(x => x.Type)); UniquePlatforms.UnionWith(Params.ServerTargetPlatforms.Select(x => x.Type)); foreach (UnrealTargetPlatform TargetPlatform in UniquePlatforms) { Platform.GetPlatform(TargetPlatform).PreBuildAgenda(UE4Build, Agenda); } // Build any tools we need to stage if ((TargetMask & ProjectBuildTargets.UnrealPak) == ProjectBuildTargets.UnrealPak && !CommandUtils.IsEngineInstalled()) { if (Params.EditorTargets.Contains("UnrealPak") == false) { Agenda.AddTargets(new string[] { "UnrealPak" }, HostPlatform.Current.HostEditorPlatform, UnrealTargetConfiguration.Development, Params.CodeBasedUprojectPath); } } // Additional compile arguments string AdditionalArgs = ""; if (string.IsNullOrEmpty(Params.UbtArgs) == false) { string Arg = Params.UbtArgs; Arg = Arg.TrimStart(new char[] { '\"' }); Arg = Arg.TrimEnd(new char[] { '\"' }); AdditionalArgs += " " + Arg; } if (Params.MapFile) { AdditionalArgs += " -mapfile"; } if (Params.Deploy || Params.Package) { AdditionalArgs += " -skipdeploy"; // skip deploy step in UBT if we going to do it later anyway } if (Params.Distribution) { AdditionalArgs += " -distribution"; } // Config overrides (-ini) foreach (string ConfigOverrideParam in Params.ConfigOverrideParams) { AdditionalArgs += " -"; AdditionalArgs += ConfigOverrideParam; } // Setup cooked targets if (Params.HasClientCookedTargets && (!Params.SkipBuildClient) && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked) { List <UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ClientConfigsToBuild) { foreach (var ClientPlatformType in UniquePlatformTypes) { CrashReportPlatforms.Add(ClientPlatformType); Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs); } } } if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked) { List <UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ServerConfigsToBuild) { foreach (var ServerPlatformType in UniquePlatformTypes) { CrashReportPlatforms.Add(ServerPlatformType); Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs); } } } if (!Params.NoBootstrapExe && !CommandUtils.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap) { UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 }; foreach (UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms) { if (Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType))) { Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping); } } } if (Params.CrashReporter && !CommandUtils.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter) { foreach (var CrashReportPlatform in CrashReportPlatforms) { if (PlatformSupportsCrashReporter(CrashReportPlatform)) { Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\""); } } } if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs) { List <UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ClientConfigsToBuild) { foreach (var ClientPlatformType in UniquePlatformTypes) { Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath); } } } UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0); if (WorkingCL > 0) // only move UAT files if we intend to check in some build products { UE4Build.AddUATFilesToBuildProducts(); } UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles); if (WorkingCL > 0) { // Sign everything we built CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles); // Open files for add or edit UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles); } LogInformation("********** BUILD COMMAND COMPLETED **********"); }
public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All) { Params.ValidateAndLog(); if (!Params.Build) { return; } Log("********** BUILD COMMAND STARTED **********"); var UE4Build = new UE4Build(Command); var Agenda = new UE4Build.BuildAgenda(); var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>(); // Setup editor targets if (Params.HasEditorTargets && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor) { // @todo Mac: proper platform detection UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform; const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development; CrashReportPlatforms.Add(EditorPlatform); Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath); if (Params.EditorTargets.Contains("UnrealHeaderTool") == false) { Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration); } if (Params.EditorTargets.Contains("ShaderCompileWorker") == false) { Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration); } if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false) { Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration); } if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false) { Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration); } } // Setup cooked targets if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked) { List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ClientConfigsToBuild) { foreach (var ClientPlatformType in UniquePlatformTypes) { string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, true, ClientPlatformType); CrashReportPlatforms.Add(ClientPlatformType); Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\""); } } } if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked) { List<UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ServerConfigsToBuild) { foreach (var ServerPlatformType in UniquePlatformTypes) { string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, false, ServerPlatformType); CrashReportPlatforms.Add(ServerPlatformType); Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\""); } } } if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap) { UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 }; foreach(UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms) { if(Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType))) { Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping); } } } if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter) { foreach (var CrashReportPlatform in CrashReportPlatforms) { if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform)) { Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping); } } } if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs) { List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList(); foreach (var BuildConfig in Params.ClientConfigsToBuild) { foreach (var ClientPlatformType in UniquePlatformTypes) { Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath); } } } UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0); if (WorkingCL > 0) // only move UAT files if we intend to check in some build products { UE4Build.AddUATFilesToBuildProducts(); } UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles); if (WorkingCL > 0) { // Sign everything we built CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles); // Open files for add or edit UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles); } Log("********** BUILD COMMAND COMPLETED **********"); }