/// <summary> /// Register the platform with the UEBuildPlatform class /// </summary> protected override void RegisterBuildPlatforms() { IOSPlatformSDK SDK = new IOSPlatformSDK(); SDK.ManageAndValidateSDK(); // Register this build platform for IOS Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.IOS.ToString()); UEBuildPlatform.RegisterBuildPlatform(new IOSPlatform(SDK)); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Unix); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Apple); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.IOS); if (IOSPlatformContext.IOSArchitecture == "-simulator") { UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Simulator); } else { UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Device); } }
/** * Register the platform with the UEBuildPlatform class */ protected override void RegisterBuildPlatformInternal() { //@todo.Rocket: Add platform support if (UnrealBuildTool.RunningRocket() || UnrealBuildTool.BuildingRocket() || Utils.IsRunningOnMono) { return; } if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (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(UnrealTargetPlatform.WinRT, this); 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(UnrealTargetPlatform.WinRT_ARM, this); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.WinRT_ARM, UnrealPlatformGroup.Microsoft); } } } }
/** * Register the platform with the UEBuildPlatform class */ protected override void RegisterBuildPlatformInternal() { //@todo.Rocket: Add platform support if (UnrealBuildTool.RunningRocket() || UnrealBuildTool.BuildingRocket()) { return; } // Make sure the SDK is installed if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid)) { bool bRegisterBuildPlatform = true; // make sure we have the HTML5 files; if not, then this user doesn't really have HTML5 access/files, no need to compile HTML5! string EngineSourcePath = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source"); string HTML5TargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "HTML5", "HTML5TargetPlatform", "HTML5TargetPlatform.Build.cs"); if ((File.Exists(HTML5TargetPlatformFile) == false)) { bRegisterBuildPlatform = false; Log.TraceWarning("Missing required components (.... HTML5TargetPlatformFile, others here...). Check source control filtering, or try resyncing."); } if (bRegisterBuildPlatform == true) { // Register this build platform for HTML5 Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.HTML5.ToString()); UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.HTML5, this); if (GetActiveArchitecture() == "-win32") { UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Simulator); } else { UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Device); } } } }
protected override void RegisterBuildPlatformInternal() { if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid) || Environment.GetEnvironmentVariable("IsBuildMachine") == "1") { bool bRegisterBuildPlatform = true; string EngineSourcePath = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source"); string AndroidTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Android", "AndroidTargetPlatform", "AndroidTargetPlatform.Build.cs"); if (File.Exists(AndroidTargetPlatformFile) == false) { bRegisterBuildPlatform = false; } if (bRegisterBuildPlatform == true) { // Register this build platform Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Android.ToString()); UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.Android, this); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Android, UnrealPlatformGroup.Android); } } }
/// <summary> /// Register the platform with the UEBuildPlatform class /// </summary> public override void RegisterBuildPlatforms() { LinuxPlatformSDK SDK = new LinuxPlatformSDK(); SDK.ManageAndValidateSDK(); if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid)) { FileReference LinuxTargetPlatformFile = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs"); if (FileReference.Exists(LinuxTargetPlatformFile)) { // Register this build platform for Linux x86-64 and AArch64 Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Linux.ToString()); UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(UnrealTargetPlatform.Linux, SDK)); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Linux); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix); UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(UnrealTargetPlatform.LinuxAArch64, SDK)); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.LinuxAArch64, UnrealPlatformGroup.Linux); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.LinuxAArch64, UnrealPlatformGroup.Unix); } } }