/// <summary> /// Platform specific code depending on what platform we currently are running /// </summary> static void PlatformSetup(UE4InstallInfo Install) { // @todo: Next instance we need to check for the platform, make a platform object that we can use to // move the platform specific code in a specific object // On windows, we compile linux so need to ensure that the environment is properly setup if (Platform.IsWindows()) { // Ensure that we are using the correct clang version for each engine install Environment.SetEnvironmentVariable("LINUX_MULTIARCH_ROOT", Install.Metadata.ClangInstallPath, EnvironmentVariableTarget.Process); } // On OS X, we require different Xcode-versions to compile all versions. Switch X-code version depending // on the current UE4 version if (Platform.IsMacOS()) { Filesystem.SafeDeleteDirectory("/Applications/Xcode.app", true); Filesystem.CreateSymbolicLink(Install.Metadata.XCodeInstallPath, "/Applications/Xcode.app"); } }
/** After the plugin has been built, cleanup the output directory so we only have the desired files */ static void CleanupInstallDirectory(string PluginDirectory) { Filesystem.SafeDeleteDirectory(PluginDirectory + "/Binaries", true); Filesystem.SafeDeleteDirectory(PluginDirectory + "/img", true); Filesystem.SafeDeleteDirectory(PluginDirectory + "/Intermediate", true); }
/** Cleanup the output directory so that we start with a clean output directory */ static void SetupClean() { Filesystem.SafeDeleteDirectory(Environment.CurrentDirectory + "/PluginStaging_ALL", true); }