/// <summary> /// Construct an instance of the given target rules /// </summary> /// <param name="TypeName">Type name of the target rules</param> /// <param name="TargetInfo">Target configuration information to pass to the constructor</param> /// <param name="Arguments">Command line arguments for this target</param> /// <returns>Instance of the corresponding TargetRules</returns> protected TargetRules CreateTargetRulesInstance(string TypeName, TargetInfo TargetInfo, string[] Arguments) { // The build module must define a type named '<TargetName>Target' that derives from our 'TargetRules' type. Type RulesType = CompiledAssembly.GetType(TypeName); if (RulesType == null) { throw new BuildException("Expecting to find a type to be declared in a target rules named '{0}'. This type must derive from the 'TargetRules' type defined by Unreal Build Tool.", TypeName); } // Create an instance of the module's rules object, and set some defaults before calling the constructor. TargetRules Rules = (TargetRules)FormatterServices.GetUninitializedObject(RulesType); Rules.bUseBackwardsCompatibleDefaults = bUseBackwardsCompatibleDefaults; // Find the constructor ConstructorInfo Constructor = RulesType.GetConstructor(new Type[] { typeof(TargetInfo) }); if (Constructor == null) { throw new BuildException("No constructor found on {0} which takes an argument of type TargetInfo.", RulesType.Name); } // Invoke the regular constructor try { Constructor.Invoke(Rules, new object[] { TargetInfo }); } catch (Exception Ex) { throw new BuildException(Ex, "Unable to instantiate instance of '{0}' object type from compiled assembly '{1}'. Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements. The CLR exception details may provide more information: {2}", TypeName, Path.GetFileNameWithoutExtension(CompiledAssembly.Location), Ex.ToString()); } // Set the default overriddes for the configured target type Rules.SetOverridesForTargetType(); // Parse any additional command-line arguments. These override default settings specified in config files or the .target.cs files. if (Arguments != null) { foreach (object ConfigurableObject in Rules.GetConfigurableObjects()) { CommandLine.ParseArguments(Arguments, ConfigurableObject); } } // Set the final value for the link type in the target rules if (Rules.LinkType == TargetLinkType.Default) { throw new BuildException("TargetRules.LinkType should be inferred from TargetType"); } // Set the default value for whether to use the shared build environment if (Rules.BuildEnvironment == TargetBuildEnvironment.Default) { if (Rules.Type == TargetType.Program && TargetInfo.ProjectFile != null && TargetNameToTargetFile[Rules.Name].IsUnderDirectory(TargetInfo.ProjectFile.Directory)) { Rules.BuildEnvironment = TargetBuildEnvironment.Unique; } else if (UnrealBuildTool.IsEngineInstalled() || Rules.LinkType != TargetLinkType.Monolithic) { Rules.BuildEnvironment = TargetBuildEnvironment.Shared; } else { Rules.BuildEnvironment = TargetBuildEnvironment.Unique; } } // Lean and mean means no Editor and other frills. if (Rules.bCompileLeanAndMeanUE) { Rules.bBuildEditor = false; Rules.bBuildDeveloperTools = Rules.bBuildDeveloperTools ?? false; Rules.bCompileSimplygon = false; Rules.bCompileSimplygonSSF = false; Rules.bCompileSpeedTree = false; } // if the bBuildDeveloperTools switch hasn't been defined, default it to the bCompileAgainstEngine switch. if (!Rules.bBuildDeveloperTools.HasValue) { Rules.bBuildDeveloperTools = Rules.bCompileAgainstEngine; } // Automatically include CoreUObject if (Rules.bCompileAgainstEngine) { Rules.bCompileAgainstCoreUObject = true; } // Must have editor only data if building the editor. if (Rules.bBuildEditor) { Rules.bBuildWithEditorOnlyData = true; } // Apply the override to force debug info to be enabled if (Rules.bForceDebugInfo) { Rules.bDisableDebugInfo = false; Rules.bOmitPCDebugInfoInDevelopment = false; } // Setup the malloc profiler if (Rules.bUseMallocProfiler) { Rules.bOmitFramePointers = false; Rules.GlobalDefinitions.Add("USE_MALLOC_PROFILER=1"); } // Set a macro if we allow using generated inis if (!Rules.bAllowGeneratedIniWhenCooked) { Rules.GlobalDefinitions.Add("DISABLE_GENERATED_INI_WHEN_COOKED=1"); } return(Rules); }
/// <summary> /// Construct an instance of the given target rules /// </summary> /// <param name="TypeName">Type name of the target rules</param> /// <param name="TargetInfo">Target configuration information to pass to the constructor</param> /// <param name="Arguments">Command line arguments for this target</param> /// <returns>Instance of the corresponding TargetRules</returns> protected TargetRules CreateTargetRulesInstance(string TypeName, TargetInfo TargetInfo, CommandLineArguments Arguments) { // The build module must define a type named '<TargetName>Target' that derives from our 'TargetRules' type. Type RulesType = CompiledAssembly.GetType(TypeName); if (RulesType == null) { throw new BuildException("Expecting to find a type to be declared in a target rules named '{0}'. This type must derive from the 'TargetRules' type defined by Unreal Build Tool.", TypeName); } // Create an instance of the module's rules object, and set some defaults before calling the constructor. TargetRules Rules = (TargetRules)FormatterServices.GetUninitializedObject(RulesType); Rules.bUseBackwardsCompatibleDefaults = bUseBackwardsCompatibleDefaults; // Find the constructor ConstructorInfo Constructor = RulesType.GetConstructor(new Type[] { typeof(TargetInfo) }); if (Constructor == null) { throw new BuildException("No constructor found on {0} which takes an argument of type TargetInfo.", RulesType.Name); } // Invoke the regular constructor try { Constructor.Invoke(Rules, new object[] { TargetInfo }); } catch (Exception Ex) { throw new BuildException(Ex, "Unable to instantiate instance of '{0}' object type from compiled assembly '{1}'. Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements. The CLR exception details may provide more information: {2}", TypeName, Path.GetFileNameWithoutExtension(CompiledAssembly.Location), Ex.ToString()); } // Return the target file name to the caller Rules.File = TargetNameToTargetFile[TargetInfo.Name]; // Set the default overriddes for the configured target type Rules.SetOverridesForTargetType(); // Parse any additional command-line arguments. These override default settings specified in config files or the .target.cs files. if (Arguments != null) { foreach (object ConfigurableObject in Rules.GetConfigurableObjects()) { Arguments.ApplyTo(ConfigurableObject); } } // Set the final value for the link type in the target rules if (Rules.LinkType == TargetLinkType.Default) { throw new BuildException("TargetRules.LinkType should be inferred from TargetType"); } // Set the default value for whether to use the shared build environment if (Rules.BuildEnvironment == TargetBuildEnvironment.Unique && UnrealBuildTool.IsEngineInstalled()) { throw new BuildException("Targets with a unique build environment cannot be built an installed engine."); } // Automatically include CoreUObject if (Rules.bCompileAgainstEngine) { Rules.bCompileAgainstCoreUObject = true; } // Must have editor only data if building the editor. if (Rules.bBuildEditor) { Rules.bBuildWithEditorOnlyData = true; } // Apply the override to force debug info to be enabled if (Rules.bForceDebugInfo) { Rules.bDisableDebugInfo = false; Rules.bOmitPCDebugInfoInDevelopment = false; } // Setup the malloc profiler if (Rules.bUseMallocProfiler) { Rules.bOmitFramePointers = false; Rules.GlobalDefinitions.Add("USE_MALLOC_PROFILER=1"); } // Set a macro if we allow using generated inis if (!Rules.bAllowGeneratedIniWhenCooked) { Rules.GlobalDefinitions.Add("DISABLE_GENERATED_INI_WHEN_COOKED=1"); } if (!Rules.bAllowNonUFSIniWhenCooked) { Rules.GlobalDefinitions.Add("DISABLE_NONUFS_INI_WHEN_COOKED=1"); } if (Rules.bDisableUnverifiedCertificates) { Rules.GlobalDefinitions.Add("DISABLE_UNVERIFIED_CERTIFICATE_LOADING=1"); } // Allow the platform to finalize the settings UEBuildPlatform Platform = UEBuildPlatform.GetBuildPlatform(Rules.Platform); Platform.ValidateTarget(Rules); // Some platforms may *require* monolithic compilation... if (Rules.LinkType != TargetLinkType.Monolithic && UEBuildPlatform.PlatformRequiresMonolithicBuilds(Rules.Platform, Rules.Configuration)) { throw new BuildException(String.Format("{0}: {1} does not support modular builds", Rules.Name, Rules.Platform)); } return(Rules); }