示例#1
0
        internal static void InitializePlatforms(Assembly[] AssembliesWithPlatforms = null)
        {
            LogVerbose("Creating platforms.");

            // Create all available platforms.
            foreach (var ScriptAssembly in (AssembliesWithPlatforms != null ? AssembliesWithPlatforms : AppDomain.CurrentDomain.GetAssemblies()))
            {
                CreatePlatformsFromAssembly(ScriptAssembly);
            }
            // Create dummy platforms for platforms we don't support
            foreach (UnrealTargetPlatform PlatformType in UnrealTargetPlatform.GetValidPlatforms())
            {
                var      TargetDesc = new TargetPlatformDescriptor(PlatformType);
                Platform ExistingInstance;
                if (AllPlatforms.TryGetValue(TargetDesc, out ExistingInstance) == false)
                {
                    LogVerbose("Creating placeholder platform for target: {0}", TargetDesc.Type);
                    AllPlatforms.Add(TargetDesc, new Platform(TargetDesc.Type));
                }
            }
        }
示例#2
0
    public override void ExecuteBuild()
    {
        LogInformation("************************* BuildCommonTools");

        List <UnrealTargetPlatform> Platforms = new List <UnrealTargetPlatform>();

        // Add all the platforms if specified
        if (ParseParam("allplatforms"))
        {
            Platforms = UnrealTargetPlatform.GetValidPlatforms().ToList();
        }
        else
        {
            // Get the list of platform names
            string[] PlatformNames = ParseParamValue("platforms", BuildHostPlatform.Current.Platform.ToString()).Split('+');

            // Parse the platforms
            foreach (string PlatformName in PlatformNames)
            {
                UnrealBuildTool.UnrealTargetPlatform Platform;
                if (!UnrealTargetPlatform.TryParse(PlatformName, out Platform))
                {
                    throw new AutomationException("Unknown platform specified on command line - '{0}' - valid platforms are {1}", PlatformName, String.Join("/", UnrealTargetPlatform.GetValidPlatformNames()));
                }
                Platforms.Add(Platform);
            }
        }

        // Get the agenda
        List <string> ExtraBuildProducts = new List <string>();

        UE4Build.BuildAgenda Agenda = MakeAgenda(Platforms.ToArray(), ExtraBuildProducts);

        // Build everything. We don't want to touch version files for GitHub builds -- these are "programmer builds" and won't have a canonical build version
        UE4Build Builder = new UE4Build(this);

        Builder.Build(Agenda, InUpdateVersionFiles: false);

        // Add UAT and UBT to the build products
        Builder.AddUATFilesToBuildProducts();
        Builder.AddUBTFilesToBuildProducts();

        // Add all the extra build products
        foreach (string ExtraBuildProduct in ExtraBuildProducts)
        {
            Builder.AddBuildProduct(ExtraBuildProduct);
        }

        // Make sure all the build products exist
        UE4Build.CheckBuildProducts(Builder.BuildProductFiles);

        // Write the manifest if needed
        string ManifestPath = ParseParamValue("manifest");

        if (ManifestPath != null)
        {
            SortedSet <string> Files = new SortedSet <string>();
            foreach (string BuildProductFile in Builder.BuildProductFiles)
            {
                Files.Add(BuildProductFile);
            }
            File.WriteAllLines(ManifestPath, Files.ToArray());
        }
    }
示例#3
0
        /// <summary>
        /// Entry point for the commandlet
        /// </summary>
        public override void ExecuteBuild()
        {
            string OutputDir = ParseParamValue("OutputDir");
            string ContentOnlyPlatformsString = ParseParamValue("ContentOnlyPlatforms");
            IEnumerable <UnrealTargetPlatform> ContentOnlyPlatforms = Enumerable.Empty <UnrealTargetPlatform>();

            if (!String.IsNullOrWhiteSpace(ContentOnlyPlatformsString))
            {
                ContentOnlyPlatforms = ContentOnlyPlatformsString.Split(';').Where(x => !String.IsNullOrWhiteSpace(x)).Select(x => UnrealTargetPlatform.Parse(x));
            }
            string AnalyticsTypeOverride = ParseParamValue("AnalyticsTypeOverride");

            // Write InstalledBuild.txt to indicate Engine is installed
            string InstalledBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledBuild.txt");

            CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(InstalledBuildFile));
            CommandUtils.WriteAllText(InstalledBuildFile, "");

            // Write InstalledBuild.txt to indicate Engine is installed
            string Project = ParseParamValue("Project");

            if (Project != null)
            {
                string InstalledProjectBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledProjectBuild.txt");
                CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(InstalledProjectBuildFile));
                CommandUtils.WriteAllText(InstalledProjectBuildFile, new FileReference(Project).MakeRelativeTo(new DirectoryReference(OutputDir)));
            }

            string         OutputEnginePath     = Path.Combine(OutputDir, "Engine");
            string         OutputBaseEnginePath = Path.Combine(OutputEnginePath, "Config", "BaseEngine.ini");
            FileAttributes OutputAttributes     = FileAttributes.ReadOnly;
            List <String>  IniLines             = new List <String>();

            // Should always exist but if not, we don't need extra line
            if (File.Exists(OutputBaseEnginePath))
            {
                OutputAttributes = File.GetAttributes(OutputBaseEnginePath);
                IniLines.Add("");
            }
            else
            {
                CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(OutputBaseEnginePath));
                CommandUtils.WriteAllText(OutputBaseEnginePath, "");
                OutputAttributes = File.GetAttributes(OutputBaseEnginePath) | OutputAttributes;
            }

            // Create list of platform configurations installed in a Rocket build
            List <InstalledPlatformInfo.InstalledPlatformConfiguration> InstalledConfigs = new List <InstalledPlatformInfo.InstalledPlatformConfiguration>();

            // Add the editor platform, otherwise we'll never be able to run UAT
            string EditorArchitecture = PlatformExports.GetDefaultArchitecture(HostPlatform.Current.HostEditorPlatform, null);

            InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(UnrealTargetConfiguration.Development, HostPlatform.Current.HostEditorPlatform, TargetRules.TargetType.Editor, EditorArchitecture, "", EProjectType.Unknown, false));
            InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(UnrealTargetConfiguration.DebugGame, HostPlatform.Current.HostEditorPlatform, TargetRules.TargetType.Editor, EditorArchitecture, "", EProjectType.Unknown, false));

            foreach (UnrealTargetPlatform CodeTargetPlatform in UnrealTargetPlatform.GetValidPlatforms())
            {
                if (PlatformExports.IsPlatformAvailable(CodeTargetPlatform))
                {
                    string Architecture = PlatformExports.GetDefaultArchitecture(CodeTargetPlatform, null);

                    // Try to parse additional Architectures from the command line
                    string Architectures    = ParseParamValue(CodeTargetPlatform.ToString() + "Architectures");
                    string GPUArchitectures = ParseParamValue(CodeTargetPlatform.ToString() + "GPUArchitectures");

                    // Build a list of pre-compiled architecture combinations for this platform if any
                    List <string> AllArchNames;

                    if (!String.IsNullOrWhiteSpace(Architectures) && !String.IsNullOrWhiteSpace(GPUArchitectures))
                    {
                        AllArchNames = (from Arch in Architectures.Split('+')
                                        from GPUArch in GPUArchitectures.Split('+')
                                        select "-" + Arch + "-" + GPUArch).ToList();
                    }
                    else if (!String.IsNullOrWhiteSpace(Architectures))
                    {
                        AllArchNames = Architectures.Split('+').ToList();
                    }
                    // if there aren't any, use the default
                    else
                    {
                        AllArchNames = new List <string>()
                        {
                            Architecture
                        };
                    }

                    // Check whether this platform should only be used for content based projects
                    EProjectType ProjectType = ContentOnlyPlatforms.Contains(CodeTargetPlatform) ? EProjectType.Content : EProjectType.Any;

                    // Allow Content only platforms to be shown as options in all projects
                    bool bCanBeDisplayed = ProjectType == EProjectType.Content;
                    foreach (UnrealTargetConfiguration CodeTargetConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                    {
                        Dictionary <String, TargetType> Targets = new Dictionary <string, TargetType>()
                        {
                            { "UE4Game", TargetType.Game },
                            { "UE4Client", TargetType.Client },
                            { "UE4Server", TargetType.Server }
                        };
                        foreach (KeyValuePair <string, TargetType> Target in Targets)
                        {
                            string     CurrentTargetName = Target.Key;
                            TargetType CurrentTargetType = Target.Value;

                            // Need to check for development receipt as we use that for the Engine code in DebugGame
                            UnrealTargetConfiguration EngineConfiguration = (CodeTargetConfiguration == UnrealTargetConfiguration.DebugGame) ? UnrealTargetConfiguration.Development : CodeTargetConfiguration;

                            // Android has multiple architecture flavors built without receipts, so use the default arch target instead
                            if (CodeTargetPlatform == UnrealTargetPlatform.Android)
                            {
                                FileReference ReceiptFileName = TargetReceipt.GetDefaultPath(new DirectoryReference(OutputEnginePath), CurrentTargetName, CodeTargetPlatform, EngineConfiguration, Architecture);
                                if (FileReference.Exists(ReceiptFileName))
                                {
                                    // Strip the output folder so that this can be used on any machine
                                    string RelativeReceiptFileName = ReceiptFileName.MakeRelativeTo(new DirectoryReference(OutputDir));

                                    // Blindly append all of the architecture names
                                    if (AllArchNames.Count > 0)
                                    {
                                        foreach (string Arch in AllArchNames)
                                        {
                                            InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, CurrentTargetType, Arch, RelativeReceiptFileName, ProjectType, bCanBeDisplayed));
                                        }
                                    }
                                    // if for some reason we didn't specify any flavors, just add the default one.
                                    else
                                    {
                                        InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, CurrentTargetType, Architecture, RelativeReceiptFileName, ProjectType, bCanBeDisplayed));
                                    }
                                }
                            }
                            // If we're not Android, check the existence of the target receipts for each architecture specified.
                            else
                            {
                                foreach (string Arch in AllArchNames)
                                {
                                    FileReference ReceiptFileName = TargetReceipt.GetDefaultPath(new DirectoryReference(OutputEnginePath), CurrentTargetName, CodeTargetPlatform, EngineConfiguration, Arch);
                                    if (FileReference.Exists(ReceiptFileName))
                                    {
                                        string RelativeReceiptFileName = ReceiptFileName.MakeRelativeTo(new DirectoryReference(OutputDir));
                                        InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, CurrentTargetType, Arch, RelativeReceiptFileName, ProjectType, bCanBeDisplayed));
                                    }
                                }
                            }
                        }
                    }
                }
            }

            UnrealBuildTool.InstalledPlatformInfo.WriteConfigFileEntries(InstalledConfigs, ref IniLines);

            if (!String.IsNullOrEmpty(AnalyticsTypeOverride))
            {
                // Write Custom Analytics type setting
                IniLines.Add("");
                IniLines.Add("[Analytics]");
                IniLines.Add(String.Format("UE4TypeOverride=\"{0}\"", AnalyticsTypeOverride));
            }

            // Make sure we can write to the the config file
            File.SetAttributes(OutputBaseEnginePath, OutputAttributes & ~FileAttributes.ReadOnly);
            File.AppendAllLines(OutputBaseEnginePath, IniLines);
            File.SetAttributes(OutputBaseEnginePath, OutputAttributes);
        }
    public int ArchiveFiles(string InPath, string Wildcard = "*", bool bRecursive = true, string[] ExcludeWildcard = null, string NewPath = null)
    {
        int FilesAdded = 0;

        if (CommandUtils.DirectoryExists(InPath))
        {
            var All = CommandUtils.FindFiles(Wildcard, bRecursive, InPath);

            var Exclude = new HashSet <string>();
            if (ExcludeWildcard != null)
            {
                foreach (var Excl in ExcludeWildcard)
                {
                    var Remove = CommandUtils.FindFiles(Excl, bRecursive, InPath);
                    foreach (var File in Remove)
                    {
                        Exclude.Add(CommandUtils.CombinePaths(File));
                    }
                }
            }
            foreach (var AllFile in All)
            {
                var FileToCopy = CommandUtils.CombinePaths(AllFile);
                if (Exclude.Contains(FileToCopy))
                {
                    continue;
                }

                if (!bIsCombiningMultiplePlatforms)
                {
                    FileReference InputFile = new FileReference(FileToCopy);

                    bool OtherPlatform = false;
                    foreach (UnrealTargetPlatform Plat in UnrealTargetPlatform.GetValidPlatforms())
                    {
                        if (Plat != StageTargetPlatform.PlatformType)
                        {
                            var Search = FileToCopy;
                            if (InputFile.IsUnderDirectory(LocalRoot))
                            {
                                Search = InputFile.MakeRelativeTo(LocalRoot);
                            }
                            else if (InputFile.IsUnderDirectory(ProjectRoot))
                            {
                                Search = InputFile.MakeRelativeTo(ProjectRoot);
                            }
                            if (Search.IndexOf(CommandUtils.CombinePaths("/" + Plat.ToString() + "/"), 0, StringComparison.InvariantCultureIgnoreCase) >= 0)
                            {
                                OtherPlatform = true;
                                break;
                            }
                        }
                    }
                    if (OtherPlatform)
                    {
                        continue;
                    }
                }

                string Dest;
                if (!FileToCopy.StartsWith(InPath))
                {
                    throw new AutomationException("Can't archive {0}; it was supposed to start with {1}", FileToCopy, InPath);
                }

                // If the specified a new directory, first we deal with that, then apply the other things
                // this is used to collapse the sandbox, among other things
                if (NewPath != null)
                {
                    Dest = FileToCopy.Substring(InPath.Length);
                    if (Dest.StartsWith("/") || Dest.StartsWith("\\"))
                    {
                        Dest = Dest.Substring(1);
                    }
                    Dest = CommandUtils.CombinePaths(NewPath, Dest);
                }
                else
                {
                    Dest = FileToCopy.Substring(InPath.Length);
                }

                if (Dest.StartsWith("/") || Dest.StartsWith("\\"))
                {
                    Dest = Dest.Substring(1);
                }

                if (ArchivedFiles.ContainsKey(FileToCopy))
                {
                    if (ArchivedFiles[FileToCopy] != Dest)
                    {
                        throw new AutomationException("Can't archive {0}: it was already in the files to archive with a different destination '{1}'", FileToCopy, Dest);
                    }
                }
                else
                {
                    ArchivedFiles.Add(FileToCopy, Dest);
                }

                FilesAdded++;
            }
        }

        return(FilesAdded);
    }
示例#5
0
        /// <summary>
        /// Attempts to autodetect project properties.
        /// </summary>
        /// <param name="RawProjectPath">Full project path.</param>
        /// <returns>Project properties.</returns>
        private static ProjectProperties DetectProjectProperties(FileReference RawProjectPath, List <UnrealTargetPlatform> ClientTargetPlatforms, List <UnrealTargetConfiguration> ClientTargetConfigurations, bool AssetNativizationRequested)
        {
            ProjectProperties Properties = new ProjectProperties();

            Properties.RawProjectPath = RawProjectPath;

            // detect if the project is content only, but has non-default build settings
            List <string> ExtraSearchPaths = null;

            if (RawProjectPath != null)
            {
                // no Target file, now check to see if build settings have changed
                List <UnrealTargetPlatform> TargetPlatforms = ClientTargetPlatforms;
                if (ClientTargetPlatforms == null || ClientTargetPlatforms.Count < 1)
                {
                    // No client target platforms, add all in
                    TargetPlatforms = new List <UnrealTargetPlatform>();
                    foreach (UnrealTargetPlatform TargetPlatformType in UnrealTargetPlatform.GetValidPlatforms())
                    {
                        TargetPlatforms.Add(TargetPlatformType);
                    }
                }

                List <UnrealTargetConfiguration> TargetConfigurations = ClientTargetConfigurations;
                if (TargetConfigurations == null || TargetConfigurations.Count < 1)
                {
                    // No client target configurations, add all in
                    TargetConfigurations = new List <UnrealTargetConfiguration>();
                    foreach (UnrealTargetConfiguration TargetConfigurationType in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                    {
                        if (TargetConfigurationType != UnrealTargetConfiguration.Unknown)
                        {
                            TargetConfigurations.Add(TargetConfigurationType);
                        }
                    }
                }

                string TempTargetDir = CommandUtils.CombinePaths(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source");
                if (RequiresTempTarget(RawProjectPath, TargetPlatforms, TargetConfigurations, AssetNativizationRequested))
                {
                    GenerateTempTarget(RawProjectPath);
                    Properties.bWasGenerated = true;
                    ExtraSearchPaths         = new List <string>();
                    ExtraSearchPaths.Add(TempTargetDir);
                }
                else if (File.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source", Path.GetFileNameWithoutExtension(RawProjectPath.FullName) + ".Target.cs")))
                {
                    File.Delete(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source", Path.GetFileNameWithoutExtension(RawProjectPath.FullName) + ".Target.cs"));
                }

                // in case the RulesCompiler (what we use to find all the
                // Target.cs files) has already cached the contents of this
                // directory, then we need to invalidate that cache (so
                // it'll find/use the new Target.cs file)
                RulesCompiler.InvalidateRulesFileCache(TempTargetDir);
            }

            if (CommandUtils.CmdEnv.HasCapabilityToCompile)
            {
                DetectTargetsForProject(Properties, ExtraSearchPaths);
                Properties.bIsCodeBasedProject = !CommandUtils.IsNullOrEmpty(Properties.Targets) || !CommandUtils.IsNullOrEmpty(Properties.Programs);
            }
            else
            {
                // should never ask for engine targets if we can't compile
                if (RawProjectPath == null)
                {
                    throw new AutomationException("Cannot determine engine targets if we can't compile.");
                }

                Properties.bIsCodeBasedProject = Properties.bWasGenerated;
                // if there's a Source directory with source code in it, then mark us as having source code
                string SourceDir = CommandUtils.CombinePaths(Path.GetDirectoryName(RawProjectPath.FullName), "Source");
                if (Directory.Exists(SourceDir))
                {
                    string[] CppFiles = Directory.GetFiles(SourceDir, "*.cpp", SearchOption.AllDirectories);
                    string[] HFiles   = Directory.GetFiles(SourceDir, "*.h", SearchOption.AllDirectories);
                    Properties.bIsCodeBasedProject |= (CppFiles.Length > 0 || HFiles.Length > 0);
                }
            }

            // check to see if the uproject loads modules, only if we haven't already determined it is a code based project
            if (!Properties.bIsCodeBasedProject && RawProjectPath != null)
            {
                string uprojectStr = File.ReadAllText(RawProjectPath.FullName);
                Properties.bIsCodeBasedProject = uprojectStr.Contains("\"Modules\"");
            }

            // Get all ini files
            if (RawProjectPath != null)
            {
                CommandUtils.LogVerbose("Loading ini files for {0}", RawProjectPath);

                foreach (UnrealTargetPlatform TargetPlatformType in UnrealTargetPlatform.GetValidPlatforms())
                {
                    ConfigHierarchy EngineConfig = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, RawProjectPath.Directory, TargetPlatformType);
                    Properties.EngineConfigs.Add(TargetPlatformType, EngineConfig);

                    ConfigHierarchy GameConfig = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, RawProjectPath.Directory, TargetPlatformType);
                    Properties.GameConfigs.Add(TargetPlatformType, GameConfig);
                }
            }

            return(Properties);
        }
        private static bool RequiresTempTarget(FileReference RawProjectPath, List <UnrealTargetPlatform> ClientTargetPlatforms, List <UnrealTargetConfiguration> ClientTargetConfigurations, bool AssetNativizationRequested, out string Reason)
        {
            // check to see if we already have a Target.cs file
            if (File.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Source", RawProjectPath.GetFileNameWithoutExtension() + ".Target.cs")))
            {
                Reason = null;
                return(false);
            }
            else if (Directory.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Source")))
            {
                // wasn't one in the main Source directory, let's check all sub-directories
                //@todo: may want to read each target.cs to see if it has a target corresponding to the project name as a final check
                FileInfo[] Files = (new DirectoryInfo(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Source")).GetFiles("*.Target.cs", SearchOption.AllDirectories));
                if (Files.Length > 0)
                {
                    Reason = null;
                    return(false);
                }
            }

            //
            // once we reach this point, we can surmise that this is an asset-
            // only (code free) project

            if (AssetNativizationRequested)
            {
                // we're going to be converting some of the project's assets
                // into native code, so we require a distinct target (executable)
                // be generated for this project
                Reason = "asset nativization is enabled";
                return(true);
            }

            if (ClientTargetPlatforms != null)
            {
                foreach (UnrealTargetPlatform ClientPlatform in ClientTargetPlatforms)
                {
                    EncryptionAndSigning.CryptoSettings Settings = EncryptionAndSigning.ParseCryptoSettings(RawProjectPath.Directory, ClientPlatform);
                    if (Settings.IsAnyEncryptionEnabled() || Settings.IsPakSigningEnabled())
                    {
                        Reason = "encryption/signing is enabled";
                        return(true);
                    }
                }
            }

            // no Target file, now check to see if build settings have changed
            List <UnrealTargetPlatform> TargetPlatforms = ClientTargetPlatforms;

            if (ClientTargetPlatforms == null || ClientTargetPlatforms.Count < 1)
            {
                // No client target platforms, add all in
                TargetPlatforms = new List <UnrealTargetPlatform>();
                foreach (UnrealTargetPlatform TargetPlatformType in UnrealTargetPlatform.GetValidPlatforms())
                {
                    TargetPlatforms.Add(TargetPlatformType);
                }
            }

            List <UnrealTargetConfiguration> TargetConfigurations = ClientTargetConfigurations;

            if (TargetConfigurations == null || TargetConfigurations.Count < 1)
            {
                // No client target configurations, add all in
                TargetConfigurations = new List <UnrealTargetConfiguration>();
                foreach (UnrealTargetConfiguration TargetConfigurationType in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                {
                    if (TargetConfigurationType != UnrealTargetConfiguration.Unknown)
                    {
                        TargetConfigurations.Add(TargetConfigurationType);
                    }
                }
            }

            // Read the project descriptor, and find all the plugins available to this project
            ProjectDescriptor Project          = ProjectDescriptor.FromFile(RawProjectPath);
            List <PluginInfo> AvailablePlugins = Plugins.ReadAvailablePlugins(CommandUtils.EngineDirectory, RawProjectPath, Project.AdditionalPluginDirectories);

            // check the target platforms for any differences in build settings or additional plugins
            foreach (UnrealTargetPlatform TargetPlatformType in TargetPlatforms)
            {
                if (!CommandUtils.IsEngineInstalled() && !PlatformExports.HasDefaultBuildConfig(RawProjectPath, TargetPlatformType))
                {
                    Reason = "project has non-default build configuration";
                    return(true);
                }
                if (PlatformExports.RequiresBuild(RawProjectPath, TargetPlatformType))
                {
                    Reason = "overriden by target platform";
                    return(true);
                }

                // find if there are any plugins enabled or disabled which differ from the default
                foreach (PluginInfo Plugin in AvailablePlugins)
                {
                    bool bPluginEnabledForTarget = false;
                    foreach (UnrealTargetConfiguration TargetConfigType in TargetConfigurations)
                    {
                        bPluginEnabledForTarget |= Plugins.IsPluginEnabledForProject(Plugin, Project, TargetPlatformType, TargetConfigType, TargetRules.TargetType.Game);
                    }

                    bool bPluginEnabledForBaseTarget = false;
                    if (!Plugin.Descriptor.bInstalled)
                    {
                        foreach (UnrealTargetConfiguration TargetConfigType in TargetConfigurations)
                        {
                            bPluginEnabledForBaseTarget |= Plugins.IsPluginEnabledForProject(Plugin, null, TargetPlatformType, TargetConfigType, TargetRules.TargetType.Game);
                        }
                    }

                    if (bPluginEnabledForTarget != bPluginEnabledForBaseTarget)
                    {
                        if (bPluginEnabledForTarget)
                        {
                            Reason = String.Format("{0} plugin is enabled", Plugin.Name);
                            return(true);
                        }
                        else
                        {
                            Reason = String.Format("{0} plugin is disabled", Plugin.Name);
                            return(true);
                        }
                    }
                }
            }

            Reason = null;
            return(false);
        }