public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if (Target.Platform == UnrealTargetPlatform.Mac) { 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("MacTargetPlatform"); InModule.AddDynamicallyLoadedModule("MacNoEditorTargetPlatform"); InModule.AddDynamicallyLoadedModule("MacClientTargetPlatform"); InModule.AddDynamicallyLoadedModule("MacServerTargetPlatform"); } if (bBuildShaderFormats) { InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL"); } } }
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 } } }
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_ES31TargetPlatform"); // @todo gl4android // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform"); } } 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_ES31TargetPlatform"); // @todo gl4android // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform"); } 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.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)) { 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("WindowsTargetPlatform"); InModule.AddDynamicallyLoadedModule("WindowsNoEditorTargetPlatform"); InModule.AddDynamicallyLoadedModule("WindowsServerTargetPlatform"); InModule.AddDynamicallyLoadedModule("WindowsClientTargetPlatform"); InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform"); } if (bBuildShaderFormats) { InModule.AddDynamicallyLoadedModule("ShaderFormatD3D"); InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL"); //#todo-rco: Remove when public { string VulkanSDKPath = Environment.GetEnvironmentVariable("VulkanSDK"); if (!String.IsNullOrEmpty(VulkanSDKPath)) { InModule.AddDynamicallyLoadedModule("VulkanShaderFormat"); } } } if (InModule.ToString() == "D3D11RHI") { // To enable platform specific D3D11 RHI Types InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/Windows"); } if (InModule.ToString() == "D3D12RHI") { // To enable platform specific D3D12 RHI Types InModule.AddPrivateIncludePath("Runtime/Windows/D3D12RHI/Private/Windows"); } } }
/** * 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() == "TargetPlatform") { bBuildShaderFormats = true; } } // allow standalone tools to use target platform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms) { InModule.AddDynamicallyLoadedModule("WindowsTargetPlatform"); InModule.AddDynamicallyLoadedModule("WindowsNoEditorTargetPlatform"); InModule.AddDynamicallyLoadedModule("WindowsServerTargetPlatform"); InModule.AddDynamicallyLoadedModule("WindowsClientTargetPlatform"); } if (bBuildShaderFormats) { InModule.AddDynamicallyLoadedModule("ShaderFormatD3D"); InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL"); } if (InModule.ToString() == "D3D11RHI") { // To enable platform specific D3D11 RHI Types InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/Windows"); } } }
public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target) { if (Target.Platform == UnrealTargetPlatform.Mac) { 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("MacTargetPlatform"); InModule.AddDynamicallyLoadedModule("MacNoEditorTargetPlatform"); InModule.AddDynamicallyLoadedModule("MacClientTargetPlatform"); InModule.AddDynamicallyLoadedModule("MacServerTargetPlatform"); 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)) { 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 } } }