/// <summary> /// Protected constructor. Used by TVOSProjectSettings. /// </summary> /// <param name="ProjectFile">The project file to read settings for</param> /// <param name="Platform">The platform to read settings for</param> /// <param name="Bundle">Bundle identifier needed when project file is empty</param> protected IOSProjectSettings(FileReference ProjectFile, UnrealTargetPlatform Platform, string Bundle) { this.ProjectFile = ProjectFile; ConfigCache.ReadSettings(DirectoryReference.FromFile(ProjectFile), Platform, this); if ((ProjectFile == null || string.IsNullOrEmpty(ProjectFile.FullName)) && !string.IsNullOrEmpty(Bundle)) { BundleIdentifier = Bundle; } BundleIdentifier = BundleIdentifier.Replace("[PROJECT_NAME]", ((ProjectFile != null) ? ProjectFile.GetFileNameWithoutAnyExtensions() : "UE4Game")).Replace("_", ""); }
public override void ValidateTarget(TargetRules Target) { // WindowsTargetRules are reused for HoloLens, so that build modules can keep the model that reuses "windows" configs for most cases // That means overriding those settings here that need to be adjusted for HoloLens // Compiler version and pix flags must be reloaded from the HoloLens hive // Currently BP-only projects don't load build-related settings from their remote ini when building UE4Game.exe // (see TargetRules.cs, where the possibly-null project directory is passed to ConfigCache.ReadSettings). // It's important for HoloLens that we *do* use the project-specific settings when building (VS 2017 vs 2015 and // retail Windows Store are both examples). Possibly this should be done on all platforms? But in the interest // of not changing behavior on other platforms I'm limiting the scope. DirectoryReference IniDirRef = DirectoryReference.FromFile(Target.ProjectFile); if (IniDirRef == null && !string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath())) { IniDirRef = new DirectoryReference(UnrealBuildTool.GetRemoteIniPath()); } // Stash the current compiler choice (accounts for command line) in case ReadSettings reverts it to default WindowsCompiler CompilerBeforeReadSettings = Target.HoloLensPlatform.Compiler; ConfigCache.ReadSettings(IniDirRef, Platform, Target.HoloLensPlatform); if (Target.HoloLensPlatform.Compiler == WindowsCompiler.Default) { if (CompilerBeforeReadSettings != WindowsCompiler.Default) { // Previous setting was more specific, use that Target.HoloLensPlatform.Compiler = CompilerBeforeReadSettings; } else { Target.HoloLensPlatform.Compiler = WindowsPlatform.GetDefaultCompiler(Target.ProjectFile); } } if (!Target.bGenerateProjectFiles) { Log.TraceInformationOnce("Using {0} architecture for deploying to HoloLens device", Target.HoloLensPlatform.Architecture); } Target.WindowsPlatform.Compiler = Target.HoloLensPlatform.Compiler; Target.WindowsPlatform.Architecture = Target.HoloLensPlatform.Architecture; Target.WindowsPlatform.bPixProfilingEnabled = Target.HoloLensPlatform.bPixProfilingEnabled; Target.WindowsPlatform.bUseWindowsSDK10 = true; Target.bDeployAfterCompile = true; Target.bCompileNvCloth = false; // requires CUDA // Disable Simplygon support if compiling against the NULL RHI. if (Target.GlobalDefinitions.Contains("USE_NULL_RHI=1")) { Target.bCompileSpeedTree = false; } // Use shipping binaries to avoid dependency on nvToolsExt which fails WACK. if (Target.Configuration == UnrealTargetConfiguration.Shipping) { Target.bUseShippingPhysXLibraries = true; } // Be resilient to SDKs being uninstalled but still referenced in the INI file VersionNumber SelectedWindowsSdkVersion; DirectoryReference SelectedWindowsSdkDir; if (!WindowsPlatform.TryGetWindowsSdkDir(Target.HoloLensPlatform.Win10SDKVersionString, out SelectedWindowsSdkVersion, out SelectedWindowsSdkDir)) { Target.HoloLensPlatform.Win10SDKVersionString = "Latest"; } // Initialize the VC environment for the target, and set all the version numbers to the concrete values we chose. VCEnvironment Environment = VCEnvironment.Create(Target.WindowsPlatform.Compiler, Platform, Target.WindowsPlatform.Architecture, Target.WindowsPlatform.CompilerVersion, Target.HoloLensPlatform.Win10SDKVersionString, null); Target.WindowsPlatform.Environment = Environment; Target.WindowsPlatform.Compiler = Environment.Compiler; Target.WindowsPlatform.CompilerVersion = Environment.CompilerVersion.ToString(); Target.WindowsPlatform.WindowsSdkVersion = Environment.WindowsSdkVersion.ToString(); // Windows 10 SDK version // Auto-detect latest compatible by default (recommended), allow for explicit override if necessary // Validate that the SDK isn't too old, and that the combination of VS and SDK is supported. Target.HoloLensPlatform.Win10SDKVersion = new Version(Environment.WindowsSdkVersion.ToString()); if (!Target.bGenerateProjectFiles) { Log.TraceInformationOnce("Building using Windows SDK version {0} for HoloLens", Target.HoloLensPlatform.Win10SDKVersion); if (Target.HoloLensPlatform.Win10SDKVersion < MinimumSDKVersionRecommended) { Log.TraceWarning("Your Windows SDK version {0} is older than the minimum recommended version ({1}) for HoloLens. Consider upgrading.", Target.HoloLensPlatform.Win10SDKVersion, MinimumSDKVersionRecommended); } else if (Target.HoloLensPlatform.Win10SDKVersion > MaximumSDKVersionTested) { Log.TraceInformationOnce("Your Windows SDK version ({0}) for HoloLens is newer than the highest tested with this version of UBT ({1}). This is probably fine, but if you encounter issues consider using an earlier SDK.", Target.HoloLensPlatform.Win10SDKVersion, MaximumSDKVersionTested); } } HoloLensExports.InitWindowsSdkToolPath(Target.HoloLensPlatform.Win10SDKVersion.ToString()); }