コード例 #1
0
        public bool PrepForUATPackageOrDeploy(FileReference ProjectFile, string ProjectName, string ProjectDirectory, WindowsArchitecture Architecture, List <UnrealTargetConfiguration> TargetConfigurations, List <string> ExecutablePaths, string EngineDirectory, bool bForDistribution, string CookFlavor, bool bIsDataDeploy)
        {
            //@todo need to support dlc and other targets
            //string LocalizedContentDirectory = Path.Combine(ProjectDirectory, "Content", "Localization", "Game");
            string AbsoluteExeDirectory = Path.GetDirectoryName(ExecutablePaths[0]);
            //bool IsGameSpecificExe = ProjectFile != null && AbsoluteExeDirectory.StartsWith(ProjectDirectory);
            //string RelativeExeFilePath = Path.Combine(IsGameSpecificExe ? ProjectName : "Engine", "Binaries", "HoloLens", Path.GetFileName(ExecutablePaths[0]));

            //string TargetDirectory = Path.Combine(ProjectDirectory, "Saved", "HoloLens");


            // If using a secure networking manifest, copy it to the output directory.
            string NetworkManifest = Path.Combine(ProjectDirectory, "Config", "HoloLens", "NetworkManifest.xml");

            if (File.Exists(NetworkManifest))
            {
                CopyFile(NetworkManifest, Path.Combine(AbsoluteExeDirectory, "NetworkManifest.xml"), false);
            }

            // If using Xbox Live generate the json config file expected by the SDK
            DirectoryReference ConfigDirRef = DirectoryReference.FromFile(ProjectFile);

            if (ConfigDirRef == null && !string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()))
            {
                ConfigDirRef = new DirectoryReference(UnrealBuildTool.GetRemoteIniPath());
            }

            MakeAppXPath = HoloLensExports.GetWindowsSdkToolPath("makeappx.exe");
            SignToolPath = HoloLensExports.GetWindowsSdkToolPath("signtool.exe");

            return(true);
        }
コード例 #2
0
        public override bool PrepTargetForDeployment(TargetReceipt Receipt)
        {
            // Use the project name if possible - InTarget.AppName changes for 'Client'/'Server' builds
            string ProjectName = Receipt.ProjectFile != null?Receipt.ProjectFile.GetFileNameWithoutAnyExtensions() : Receipt.Launch.GetFileNameWithoutExtension();

            Log.TraceInformation("Prepping {0} for deployment to {1}", ProjectName, Receipt.Platform.ToString());
            System.DateTime PrepDeployStartTime = DateTime.UtcNow;

            // Note: TargetReceipt.Read now expands path variables internally.
            TargetReceipt NewReceipt      = null;
            FileReference ReceiptFileName = TargetReceipt.GetDefaultPath(Receipt.ProjectDir != null ? Receipt.ProjectDir : UnrealBuildTool.EngineDirectory, Receipt.TargetName, Receipt.Platform, Receipt.Configuration, "Multi");

            if (!TargetReceipt.TryRead(ReceiptFileName, UnrealBuildTool.EngineDirectory, out NewReceipt))
            {
                NewReceipt = new TargetReceipt(Receipt.ProjectFile, Receipt.TargetName, Receipt.TargetType, Receipt.Platform, Receipt.Configuration, Receipt.Version, "Multi");
            }

            AddWinMDReferencesFromReceipt(Receipt, Receipt.ProjectDir != null ? Receipt.ProjectDir : UnrealBuildTool.EngineDirectory, UnrealBuildTool.EngineDirectory.ParentDirectory.FullName);

            //PrepForUATPackageOrDeploy(InTarget.ProjectFile, InAppName, InTarget.ProjectDirectory.FullName, InTarget.OutputPath.FullName, TargetBuildEnvironment.RelativeEnginePath, false, "", false);
            List <UnrealTargetConfiguration> TargetConfigs = new List <UnrealTargetConfiguration> {
                Receipt.Configuration
            };
            List <string> ExePaths = new List <string> {
                Receipt.Launch.FullName
            };
            string RelativeEnginePath = UnrealBuildTool.EngineDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory());

            WindowsArchitecture Arch = WindowsArchitecture.ARM64;

            if (Receipt.Architecture.ToLower() == "x64")
            {
                Arch = WindowsArchitecture.x64;
            }

            string SDK     = "";
            var    Results = Receipt.AdditionalProperties.Where(x => x.Name == "SDK");

            if (Results.Any())
            {
                SDK = Results.First().Value;
            }
            HoloLensExports.InitWindowsSdkToolPath(SDK);

            string AbsoluteExeDirectory         = Path.GetDirectoryName(ExePaths[0]);
            UnrealTargetPlatform Platform       = UnrealTargetPlatform.HoloLens;
            string        IntermediateDirectory = Path.Combine(Receipt.ProjectDir != null ? Receipt.ProjectDir.FullName : UnrealBuildTool.EngineDirectory.FullName, "Intermediate", "Deploy", WindowsExports.GetArchitectureSubpath(Arch));
            List <string> UpdatedFiles          = new HoloLensManifestGenerator().CreateManifest(Platform, Arch, AbsoluteExeDirectory, IntermediateDirectory, Receipt.ProjectFile, Receipt.ProjectDir != null ? Receipt.ProjectDir.FullName : UnrealBuildTool.EngineDirectory.FullName, TargetConfigs, ExePaths, WinMDReferences);

            PrepForUATPackageOrDeploy(Receipt.ProjectFile, ProjectName, Receipt.ProjectDir != null ? Receipt.ProjectDir.FullName : UnrealBuildTool.EngineDirectory.FullName, Arch, TargetConfigs, ExePaths, RelativeEnginePath, false, "", false);
            MakePackage(Receipt, NewReceipt, Arch, UpdatedFiles);
            CopyDataAndSymbolsBetweenReceipts(Receipt, NewReceipt, Arch);

            NewReceipt.Write(ReceiptFileName, UnrealBuildTool.EngineDirectory);

            // Log out the time taken to deploy...
            double PrepDeployDuration = (DateTime.UtcNow - PrepDeployStartTime).TotalSeconds;

            Log.TraceInformation("HoloLens deployment preparation took {0:0.00} seconds", PrepDeployDuration);

            return(true);
        }
コード例 #3
0
        public override void ValidateTarget(TargetRules Target)
        {
            // WindowsTargetRules are reused for HoloLens, so that build modules can keep the model that reuses "windows" configs for most cases
            // That means overriding those settings here that need to be adjusted for HoloLens

            // Compiler version and pix flags must be reloaded from the HoloLens hive

            // Currently BP-only projects don't load build-related settings from their remote ini when building UE4Game.exe
            // (see TargetRules.cs, where the possibly-null project directory is passed to ConfigCache.ReadSettings).
            // It's important for HoloLens that we *do* use the project-specific settings when building (VS 2017 vs 2015 and
            // retail Windows Store are both examples).  Possibly this should be done on all platforms?  But in the interest
            // of not changing behavior on other platforms I'm limiting the scope.

            DirectoryReference IniDirRef = DirectoryReference.FromFile(Target.ProjectFile);

            if (IniDirRef == null && !string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()))
            {
                IniDirRef = new DirectoryReference(UnrealBuildTool.GetRemoteIniPath());
            }

            // Stash the current compiler choice (accounts for command line) in case ReadSettings reverts it to default
            WindowsCompiler CompilerBeforeReadSettings = Target.HoloLensPlatform.Compiler;

            ConfigCache.ReadSettings(IniDirRef, Platform, Target.HoloLensPlatform);

            if (Target.HoloLensPlatform.Compiler == WindowsCompiler.Default)
            {
                if (CompilerBeforeReadSettings != WindowsCompiler.Default)
                {
                    // Previous setting was more specific, use that
                    Target.HoloLensPlatform.Compiler = CompilerBeforeReadSettings;
                }
                else
                {
                    Target.HoloLensPlatform.Compiler = WindowsPlatform.GetDefaultCompiler(Target.ProjectFile);
                }
            }

            if (!Target.bGenerateProjectFiles)
            {
                Log.TraceInformationOnce("Using {0} architecture for deploying to HoloLens device", Target.HoloLensPlatform.Architecture);
            }

            Target.WindowsPlatform.Compiler             = Target.HoloLensPlatform.Compiler;
            Target.WindowsPlatform.Architecture         = Target.HoloLensPlatform.Architecture;
            Target.WindowsPlatform.bPixProfilingEnabled = Target.HoloLensPlatform.bPixProfilingEnabled;
            Target.WindowsPlatform.bUseWindowsSDK10     = true;

            Target.bDeployAfterCompile = true;
            Target.bCompileNvCloth     = false;              // requires CUDA

            // Disable Simplygon support if compiling against the NULL RHI.
            if (Target.GlobalDefinitions.Contains("USE_NULL_RHI=1"))
            {
                Target.bCompileSpeedTree = false;
            }

            // Use shipping binaries to avoid dependency on nvToolsExt which fails WACK.
            if (Target.Configuration == UnrealTargetConfiguration.Shipping)
            {
                Target.bUseShippingPhysXLibraries = true;
            }

            // Be resilient to SDKs being uninstalled but still referenced in the INI file
            VersionNumber      SelectedWindowsSdkVersion;
            DirectoryReference SelectedWindowsSdkDir;

            if (!WindowsPlatform.TryGetWindowsSdkDir(Target.HoloLensPlatform.Win10SDKVersionString, out SelectedWindowsSdkVersion, out SelectedWindowsSdkDir))
            {
                Target.HoloLensPlatform.Win10SDKVersionString = "Latest";
            }

            // Initialize the VC environment for the target, and set all the version numbers to the concrete values we chose.
            VCEnvironment Environment = VCEnvironment.Create(Target.WindowsPlatform.Compiler, Platform, Target.WindowsPlatform.Architecture, Target.WindowsPlatform.CompilerVersion, Target.HoloLensPlatform.Win10SDKVersionString, null);

            Target.WindowsPlatform.Environment       = Environment;
            Target.WindowsPlatform.Compiler          = Environment.Compiler;
            Target.WindowsPlatform.CompilerVersion   = Environment.CompilerVersion.ToString();
            Target.WindowsPlatform.WindowsSdkVersion = Environment.WindowsSdkVersion.ToString();

            // Windows 10 SDK version
            // Auto-detect latest compatible by default (recommended), allow for explicit override if necessary
            // Validate that the SDK isn't too old, and that the combination of VS and SDK is supported.

            Target.HoloLensPlatform.Win10SDKVersion = new Version(Environment.WindowsSdkVersion.ToString());

            if (!Target.bGenerateProjectFiles)
            {
                Log.TraceInformationOnce("Building using Windows SDK version {0} for HoloLens", Target.HoloLensPlatform.Win10SDKVersion);

                if (Target.HoloLensPlatform.Win10SDKVersion < MinimumSDKVersionRecommended)
                {
                    Log.TraceWarning("Your Windows SDK version {0} is older than the minimum recommended version ({1}) for HoloLens.  Consider upgrading.", Target.HoloLensPlatform.Win10SDKVersion, MinimumSDKVersionRecommended);
                }
                else if (Target.HoloLensPlatform.Win10SDKVersion > MaximumSDKVersionTested)
                {
                    Log.TraceInformationOnce("Your Windows SDK version ({0}) for HoloLens is newer than the highest tested with this version of UBT ({1}).  This is probably fine, but if you encounter issues consider using an earlier SDK.", Target.HoloLensPlatform.Win10SDKVersion, MaximumSDKVersionTested);
                }
            }

            HoloLensExports.InitWindowsSdkToolPath(Target.HoloLensPlatform.Win10SDKVersion.ToString());
        }