/** * Modify the newly created module passed in for this platform. * This is not required - but allows for hiding details of a * particular platform. * * @param InModule The newly loaded module * @param Target The target being build */ public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if (Target.Platform == UnrealTargetPlatform.HTML5) { if (InModule.ToString() == "Core") { InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5"); InModule.AddPublicDependencyModule("zlib"); } else if (InModule.ToString() == "Engine") { InModule.AddPrivateDependencyModule("zlib"); InModule.AddPrivateDependencyModule("UElibPNG"); InModule.AddPublicDependencyModule("UEOgg"); InModule.AddPublicDependencyModule("Vorbis"); } } else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac) { // allow standalone tools to use targetplatform modules, without needing Engine if ((!UEBuildConfiguration.bBuildRequiresCookedData && InModule.ToString() == "Engine" && UEBuildConfiguration.bBuildDeveloperTools) || UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform"); } } }
/** * Modify the newly created module passed in for this platform. * This is not required - but allows for hiding details of a * particular platform. * * @param InModule The newly loaded module * @param GameName The game being build * @param Target The target being build */ public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac)) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform"); } } else if (InModule.ToString() == "UnrealEd") { InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSPlatformEditor"); } else if (InModule.ToString() == "TargetPlatform") { bBuildShaderFormats = true; InModule.AddDynamicallyLoadedModule("TextureFormatPVR"); if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AudioFormatADPCM"); } } } // allow standalone tools to use targetplatform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform"); } if (bBuildShaderFormats) { InModule.AddPlatformSpecificDynamicallyLoadedModule("MetalShaderFormat"); } } }
/** * Modify the newly created module passed in for this platform. * This is not required - but allows for hiding details of a * particular platform. * * @param InModule The newly loaded module * @param Target The target being build */ public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64)) { if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform"); } } } // allow standalone tools to use targetplatform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform"); } } else if (Target.Platform == UnrealTargetPlatform.Linux) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "TargetPlatform") { bBuildShaderFormats = true; } } // allow standalone tools to use target platform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddDynamicallyLoadedModule("LinuxTargetPlatform"); InModule.AddDynamicallyLoadedModule("LinuxNoEditorTargetPlatform"); InModule.AddDynamicallyLoadedModule("LinuxServerTargetPlatform"); InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform"); } if (bBuildShaderFormats) { // InModule.AddDynamicallyLoadedModule("ShaderFormatD3D"); InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL"); } } }
public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac)) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ASTCTargetPlatform"); } } else if (InModule.ToString() == "TargetPlatform") { bBuildShaderFormats = true; InModule.AddDynamicallyLoadedModule("TextureFormatPVR"); InModule.AddDynamicallyLoadedModule("TextureFormatDXT"); InModule.AddDynamicallyLoadedModule("TextureFormatASTC"); InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid"); // ATITC, ETC1 and ETC2 if (UEBuildConfiguration.bBuildDeveloperTools) { //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM"); //@todo android: android audio } } } // allow standalone tools to use targetplatform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ASTCTargetPlatform"); } if (bBuildShaderFormats) { //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid } } }
/** * Modify the newly created module passed in for this platform. * This is not required - but allows for hiding details of a * particular platform. * * @param InModule The newly loaded module * @param Target The target being build */ public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if (Target.Platform == UnrealTargetPlatform.HTML5) { if (InModule.ToString() == "Core") { InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5"); InModule.AddPublicDependencyModule("zlib"); } else if (InModule.ToString() == "Engine") { InModule.AddPrivateDependencyModule("zlib"); InModule.AddPrivateDependencyModule("UElibPNG"); InModule.AddPublicDependencyModule("UEOgg"); InModule.AddPublicDependencyModule("Vorbis"); } } else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac ) { // allow standalone tools to use targetplatform modules, without needing Engine if ((!UEBuildConfiguration.bBuildRequiresCookedData && InModule.ToString() == "Engine" && UEBuildConfiguration.bBuildDeveloperTools) || UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform"); } } }
/** * Modify the newly created module passed in for this platform. * This is not required - but allows for hiding details of a * particular platform. * * @param InModule The newly loaded module * @param Target The target being build */ public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if (Target.Platform == UnrealTargetPlatform.HTML5) { if (InModule.ToString() == "Core") { InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5"); InModule.AddPublicDependencyModule("zlib"); } else if (InModule.ToString() == "Engine") { InModule.AddPrivateDependencyModule("zlib"); InModule.AddPrivateDependencyModule("UElibPNG"); InModule.AddPublicDependencyModule("UEOgg"); InModule.AddPublicDependencyModule("Vorbis"); } if (InModule.ToString() == "NetworkFile") { if (EnableHTTPForNFS) { InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1"); if (Target.Architecture == "-win32") { InModule.AddPrivateDependencyModule("HTML5Win32"); } else { InModule.AddPrivateDependencyModule("HTML5JS"); } } } } else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac ) { // allow standalone tools to use targetplatform modules, without needing Engine if ((!UEBuildConfiguration.bBuildRequiresCookedData && InModule.ToString() == "Engine" && UEBuildConfiguration.bBuildDeveloperTools) || UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform"); } if (EnableHTTPForNFS && (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac) ) { if (InModule.ToString() == "NetworkFile") // client { InModule.AddPrivateDependencyModule("HTTP"); InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1"); } else if (InModule.ToString() == "NetworkFileSystem") // server { if (UnrealBuildTool.RunningRocket() == false || Target.Type == TargetRules.TargetType.Game ) { InModule.AddPrivateDependencyModule("WebSockets"); InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1"); } } } } }
/** * Modify the newly created module passed in for this platform. * This is not required - but allows for hiding details of a * particular platform. * * @param InModule The newly loaded module * @param Target The target being build */ public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if (Target.Platform == UnrealTargetPlatform.HTML5) { if (InModule.ToString() == "Core") { InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5"); InModule.AddPublicDependencyModule("zlib"); } else if (InModule.ToString() == "Engine") { InModule.AddPrivateDependencyModule("zlib"); InModule.AddPrivateDependencyModule("UElibPNG"); InModule.AddPublicDependencyModule("UEOgg"); InModule.AddPublicDependencyModule("Vorbis"); } } else if (Target.Platform == UnrealTargetPlatform.Win64) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform"); } } else if (InModule.ToString() == "TargetPlatform") { bBuildShaderFormats = true; // if (UEBuildConfiguration.bBuildDeveloperTools) // { // InModule.AddPlatformSpecificDynamicallyLoadedModule("AT9AudioFormat"); // InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TextureFormat"); // } } } // allow standalone tools to use target platform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform"); } if (bBuildShaderFormats) { // InModule.AddDynamicallyLoadedModule("HTML5ShaderFormat"); } } }
/** * Modify the newly created module passed in for this platform. * This is not required - but allows for hiding details of a * particular platform. * * @param InModule The newly loaded module * @param Target The target being build */ public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if (Target.Platform == UnrealTargetPlatform.HTML5) { if (InModule.ToString() == "Core") { InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5"); InModule.AddPublicDependencyModule("zlib"); } else if (InModule.ToString() == "Engine") { InModule.AddPrivateDependencyModule("zlib"); InModule.AddPrivateDependencyModule("UElibPNG"); InModule.AddPublicDependencyModule("UEOgg"); InModule.AddPublicDependencyModule("Vorbis"); } if (InModule.ToString() == "NetworkFile") { if (EnableHTTPForNFS) { InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1"); if (Target.Architecture == "-win32") { InModule.AddPrivateDependencyModule("HTML5Win32"); } else { InModule.AddPrivateDependencyModule("HTML5JS"); } } } } else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac) { // allow standalone tools to use targetplatform modules, without needing Engine if ((!UEBuildConfiguration.bBuildRequiresCookedData && InModule.ToString() == "Engine" && UEBuildConfiguration.bBuildDeveloperTools) || UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform"); } if (EnableHTTPForNFS && (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac) ) { if (InModule.ToString() == "NetworkFile") // client { InModule.AddPrivateDependencyModule("HTTP"); InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1"); } else if (InModule.ToString() == "NetworkFileSystem") // server { if (UnrealBuildTool.RunningRocket() == false || Target.Type == TargetRules.TargetType.Game) { InModule.AddPrivateDependencyModule("WebSockets"); InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1"); } } } } }
public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64)) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform"); // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform"); // @todo es31: Put this back in for ES31 support // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform"); } } else if (InModule.ToString() == "TargetPlatform") { bBuildShaderFormats = true; InModule.AddDynamicallyLoadedModule("TextureFormatPVR"); InModule.AddDynamicallyLoadedModule("TextureFormatDXT"); InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid"); // ATITC, ETC1 and ETC2 if (UEBuildConfiguration.bBuildDeveloperTools) { //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM"); //@todo android: android audio } } } // allow standalone tools to use targetplatform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform"); // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform"); // @todo es31: Put this back in for ES31 support // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform"); } if (bBuildShaderFormats) { //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid } } }
/** * Modify the newly created module passed in for this platform. * This is not required - but allows for hiding details of a * particular platform. * * @param InModule The newly loaded module * @param GameName The game being build * @param Target The target being build */ public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac)) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform"); } } else if (InModule.ToString() == "TargetPlatform") { bBuildShaderFormats = true; InModule.AddDynamicallyLoadedModule("TextureFormatPVR"); InModule.AddDynamicallyLoadedModule("TextureFormatASTC"); if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AudioFormatADPCM"); } } } // allow standalone tools to use targetplatform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform"); } if (bBuildShaderFormats) { InModule.AddPlatformSpecificDynamicallyLoadedModule("MetalShaderFormat"); } } }
public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64)) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform"); } } else if (InModule.ToString() == "UnrealEd") { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidPlatformEditor"); } else if (InModule.ToString() == "TargetPlatform") { bBuildShaderFormats = true; InModule.AddDynamicallyLoadedModule("TextureFormatPVR"); InModule.AddDynamicallyLoadedModule("TextureFormatDXT"); InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid"); // ATITC, ETC1 and ETC2 if (UEBuildConfiguration.bBuildDeveloperTools) { //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM"); //@todo android: android audio } } } // allow standalone tools to use targetplatform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform"); } if (bBuildShaderFormats) { //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid } } }
public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64)) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (InModule.ToString() == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform"); // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform"); // @todo es31: Put this back in for ES31 support // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform"); } } else if (InModule.ToString() == "UnrealEd") { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidPlatformEditor"); } else if (InModule.ToString() == "TargetPlatform") { bBuildShaderFormats = true; InModule.AddDynamicallyLoadedModule("TextureFormatPVR"); InModule.AddDynamicallyLoadedModule("TextureFormatDXT"); InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid"); // ATITC, ETC1 and ETC2 if (UEBuildConfiguration.bBuildDeveloperTools) { //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM"); //@todo android: android audio } } } // allow standalone tools to use targetplatform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform"); InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform"); // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform"); // @todo es31: Put this back in for ES31 support // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform"); } if (bBuildShaderFormats) { //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid } } }