/** * 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 platform with the UEBuildPlatform class /// </summary> protected override void RegisterBuildPlatforms() { if (Utils.IsRunningOnMono) { return; } WinRTPlatformSDK SDK = new WinRTPlatformSDK(); SDK.ManageAndValidateSDK(); if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (WinRTPlatform.IsVisualStudioInstalled() == true)) { bool bRegisterBuildPlatform = true; // We also need to check for the generated projects... to handle the case where someone generates projects w/out WinRT. // Hardcoding this for now - but ideally it would be dynamically discovered. string EngineSourcePath = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source"); string WinRTRHIFile = Path.Combine(EngineSourcePath, "Runtime", "Windows", "D3D11RHI", "D3D11RHI.build.cs"); if (File.Exists(WinRTRHIFile) == false) { bRegisterBuildPlatform = false; } if (bRegisterBuildPlatform == true) { // Register this build platform for WinRT Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.WinRT.ToString()); UEBuildPlatform.RegisterBuildPlatform(new WinRTPlatform(UnrealTargetPlatform.WinRT, CPPTargetPlatform.WinRT, SDK)); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.WinRT, UnrealPlatformGroup.Microsoft); // 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()); UEBuildPlatform.RegisterBuildPlatform(new WinRTPlatform(UnrealTargetPlatform.WinRT_ARM, CPPTargetPlatform.WinRT_ARM, SDK)); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.WinRT_ARM, UnrealPlatformGroup.Microsoft); } } } }