本文整理汇总了C#中AutomationTool.UE4Build.AddUATFilesToBuildProducts方法的典型用法代码示例。如果您正苦于以下问题:C# UE4Build.AddUATFilesToBuildProducts方法的具体用法?C# UE4Build.AddUATFilesToBuildProducts怎么用?C# UE4Build.AddUATFilesToBuildProducts使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AutomationTool.UE4Build
的用法示例。
在下文中一共展示了UE4Build.AddUATFilesToBuildProducts方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ExecuteBuild
public override void ExecuteBuild()
{
// Get the output directory
string TargetDir = ParseParamValue("TargetDir");
if(TargetDir == null)
{
throw new AutomationException("Missing -Target argument to CopyUAT");
}
// Construct a dummy UE4Build object to get a list of the UAT and UBT build products
UE4Build Build = new UE4Build(this);
Build.AddUATFilesToBuildProducts();
if(ParseParam("WithLauncher"))
{
Build.AddUATLauncherFilesToBuildProducts();
}
Build.AddUBTFilesToBuildProducts();
// Get a list of all the input files
List<string> FileNames = new List<string>(Build.BuildProductFiles);
foreach(string FileName in Build.BuildProductFiles)
{
string SymbolFileName = Path.ChangeExtension(FileName, ".pdb");
if(File.Exists(SymbolFileName))
{
FileNames.Add(SymbolFileName);
}
}
// Copy all the files over
foreach(string FileName in FileNames)
{
string TargetFileName = Utils.MakeRerootedFilePath(FileName, CommandUtils.CmdEnv.LocalRoot, TargetDir);
Directory.CreateDirectory(Path.GetDirectoryName(TargetFileName));
File.Copy(FileName, TargetFileName);
}
Log("Copied {0} files to {1}", FileNames.Count, TargetDir);
}
示例2: ExecuteBuild
public override void ExecuteBuild()
{
// get the project
var UProjectFileName = ParseParamValue("Project");
if (UProjectFileName == null)
{
throw new AutomationException("Project was not specified via the -project argument.");
}
// Get the list of targets
var TargetList = ParseParamList("Target");
if (TargetList == null)
{
throw new AutomationException("Target was not specified via the -target argument.");
}
// get the list of platforms
var PlatformList = ParseParamList("TargetPlatforms", "Win64");
List<UnrealTargetPlatform> TargetPlatforms = new List<UnrealTargetPlatform>();
foreach(string Platform in PlatformList)
{
TargetPlatforms.Add((UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), Platform, true));
}
// get the list configurations
var ConfigList = ParseParamList("Config", "Development");
List<UnrealTargetConfiguration> ConfigsToBuild = new List<UnrealTargetConfiguration>();
foreach(string Config in ConfigList)
{
ConfigsToBuild.Add((UnrealTargetConfiguration)Enum.Parse(typeof(UnrealTargetConfiguration), Config, true));
}
// parse any extra parameters
bool bClean = ParseParam("Clean");
int WorkingCL = ParseParamInt("P4Change");
FileReference UProjectFileReference = new FileReference( UProjectFileName);
// add the targets to the agenda
// verify the targets and add them to the agenda
var Properties = ProjectUtils.GetProjectProperties(UProjectFileReference);
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
foreach (string Target in TargetList)
{
SingleTargetProperties TargetData;
if (!Properties.Targets.TryGetValue((TargetRules.TargetType)Enum.Parse(typeof(TargetRules.TargetType), Target), out TargetData))
{
throw new AutomationException("Project does not support specified target: {0}", Target);
}
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (TargetData.Rules.SupportsPlatform(TargetPlatform))
{
List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
TargetData.Rules.GetSupportedConfigurations(ref SupportedConfigurations, true);
foreach (UnrealTargetConfiguration TargetConfig in ConfigsToBuild)
{
if (SupportedConfigurations.Contains(TargetConfig))
{
Agenda.AddTarget(TargetData.TargetName, TargetPlatform, TargetConfig, UProjectFileReference);
}
else
{
Log("{0} doesn't support the {1} configuration. It will not be built.", TargetData.TargetName, TargetConfig);
}
}
}
else
{
Log("{0} doesn't support the {1} platform. It will not be built.", TargetData.TargetName, TargetPlatform);
}
}
}
// build it
UE4Build Build = new UE4Build(this);
Build.Build(Agenda, InDeleteBuildProducts: bClean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(this, Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, Build.BuildProductFiles);
}
}
示例3: Build
public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1)
{
Params.ValidateAndLog();
if (!Params.Build)
{
return;
}
Log("********** BUILD COMMAND STARTED **********");
var UE4Build = new UE4Build(Command);
var Agenda = new UE4Build.BuildAgenda();
var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();
// Setup editor targets
if (Params.HasEditorTargets && !Params.Rocket)
{
// @todo Mac: proper platform detection
UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;
CrashReportPlatforms.Add(EditorPlatform);
Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
{
Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
}
if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
{
Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
}
if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
{
Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
}
if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
{
Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
}
}
// Setup cooked targets
if (Params.HasClientCookedTargets)
{
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatform in Params.ClientTargetPlatforms)
{
CrashReportPlatforms.Add(ClientPlatform);
Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\""+Path.GetDirectoryName(Params.RawProjectPath)+"\"");
}
}
}
if (Params.HasServerCookedTargets)
{
foreach (var BuildConfig in Params.ServerConfigsToBuild)
{
foreach (var ServerPlatform in Params.ServerTargetPlatforms)
{
CrashReportPlatforms.Add(ServerPlatform);
Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\""+Path.GetDirectoryName(Params.RawProjectPath)+"\"");
}
}
}
if (Params.CrashReporter && !Params.Rocket)
{
var CrashReportClientTarget = new[] { "CrashReportClient" };
foreach (var CrashReportPlatform in CrashReportPlatforms)
{
if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
{
Agenda.AddTargets(CrashReportClientTarget, CrashReportPlatform, UnrealTargetConfiguration.Development);
}
}
}
if (Params.HasProgramTargets && !Params.Rocket)
{
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatform in Params.ClientTargetPlatforms)
{
Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
//.........这里部分代码省略.........
示例4: PostBuild
public override void PostBuild(GUBP bp, UE4Build UE4Build)
{
if (HostPlatform == UnrealTargetPlatform.Win64)
{
UE4Build.AddUATFilesToBuildProducts();
UE4Build.AddUBTFilesToBuildProducts();
}
}
示例5: PostBuild
public override void PostBuild(GUBP bp, UE4Build UE4Build)
{
UE4Build.AddUATFilesToBuildProducts();
UE4Build.AddUBTFilesToBuildProducts();
}
示例6: ExecuteBuild
public override void ExecuteBuild()
{
UE4Build Build = new UE4Build(this);
Build.AddUATFilesToBuildProducts();
Log("Build products:");
foreach (var Product in Build.BuildProductFiles)
{
Log(" " + Product);
}
}
示例7: ExecuteInner
//.........这里部分代码省略.........
if (Exclude.Contains("Soul"))
{
RemoveTargetsFromList(Soul, List);
}
if (Exclude.Contains("StrategyVR"))
{
RemoveTargetsFromList(StrategyVR, List);
}
}
}
// @todo: make this programmatic by looping over the TargetLists (which maybe should be a map from config to list)
string[] Win64Dev = Win64DevTargets.ToArray();
string[] Win32Dev = Win32Targets.ToArray();
string[] Win32Ship = Win32ShipTargets.ToArray();
string[] PS4Dev = PS4DevTargets.ToArray();
string[] XboxOneDev = XboxOneDevTargets.ToArray();
string[] IOSDev = IOSDevTargets.ToArray();
string[] MacDev = MacDevTargets.ToArray();
string[] AndroidDev = AndroidDevTargets.ToArray();
if (!String.IsNullOrEmpty(Config))
{
switch (Config.ToUpperInvariant())
{
case "EDITORS":
Agenda.AddTargets(Win64Dev, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
break;
case "WIN32DEV":
Agenda.AddTargets(Win32Dev, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development);
break;
case "WIN32SHIP":
Agenda.AddTargets(Win32Ship, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping);
break;
case "PS4DEV":
Agenda.AddTargets(PS4Dev, UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Development);
break;
case "XBOXONEDEV":
Agenda.AddTargets(XboxOneDev, UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Development);
break;
case "IOSDEV":
Agenda.AddTargets(IOSDev, UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Development);
break;
case "MACDEV":
Agenda.AddTargets(MacDev, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
Agenda.AddTargets(MacProgramTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
break;
case "ANDROIDDEV":
Agenda.AddTargets(AndroidDev, UnrealTargetPlatform.Android, UnrealTargetConfiguration.Development);
break;
}
}
else
{
Agenda.AddTargets(Win64Dev, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
Agenda.AddTargets(Win32Dev, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development);
Agenda.AddTargets(Win32Ship, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping);
Agenda.AddTargets(PS4Dev, UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Development);
Agenda.AddTargets(XboxOneDev, UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Development);
Agenda.AddTargets(IOSDev, UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Development);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
if (String.IsNullOrEmpty(Config) || Config.ToLower() == "editors")
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (P4Enabled)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(this, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
// Check everything in!
int SubmittedCL;
Submit(WorkingCL, out SubmittedCL, true, true);
// Label it
if (String.IsNullOrEmpty(Config))
{
MakeDownstreamLabel("Promotable");
}
else if (Config.ToLower() == "editors")
{
MakeDownstreamLabel("Promotable-Partial-" + Config);
}
else
{
MakeDownstreamLabel("Partial-Promotable-" + Config, UE4Build.BuildProductFiles);
}
}
}
示例8: ExecuteBuild
public override void ExecuteBuild()
{
Log("************************* BuildUAT");
int WorkingCL = -1;
if (P4Enabled)
{
WorkingCL = CreateChange(P4Env.Client, String.Format("UATOnly build built from changelist {0}", P4Env.Changelist));
Log("Build from {0} Working in {1}", P4Env.Changelist, WorkingCL);
}
ExecuteInner(WorkingCL);
var UE4Build = new UE4Build(this);
var Agenda = new UE4Build.BuildAgenda();
Agenda.DotNetProjects.AddRange(
new string[]
{
@"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
}
);
UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
UE4Build.AddUATFilesToBuildProducts();
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (P4Enabled)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(this, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
// Check everything in!
int SubmittedCL;
Submit(WorkingCL, out SubmittedCL, true, true);
// Reset engine versions to 0 if required
if (ParseParam("ZeroVersions"))
{
Execute<ZeroEngineVersions>(this);
}
}
PrintRunTime();
}
示例9: ExecuteBuild
public override void ExecuteBuild()
{
LogConsole("************************* BuildCommonTools");
// Get the list of platform names
string[] PlatformNames = ParseParamValue("platforms", BuildHostPlatform.Current.Platform.ToString()).Split('+');
// Parse the platforms
List<UnrealBuildTool.UnrealTargetPlatform> Platforms = new List<UnrealTargetPlatform>();
foreach(string PlatformName in PlatformNames)
{
UnrealBuildTool.UnrealTargetPlatform Platform;
if(!UnrealBuildTool.UnrealTargetPlatform.TryParse(PlatformName, true, out Platform))
{
throw new AutomationException("Unknown platform specified on command line - '{0}' - valid platforms are {1}", PlatformName, String.Join("/", Enum.GetNames(typeof(UnrealBuildTool.UnrealTargetPlatform))));
}
Platforms.Add(Platform);
}
// Add all the platforms if specified
if(ParseParam("allplatforms"))
{
foreach(UnrealTargetPlatform Platform in Enum.GetValues(typeof(UnrealTargetPlatform)))
{
if(!Platforms.Contains(Platform))
{
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, InDeleteBuildProducts:true, 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10: ExecuteBuild
public override void ExecuteBuild()
{
// Parse the target list
string[] Targets = ParseParamValues("Target");
if(Targets.Length == 0)
{
throw new AutomationException("No targets specified (eg. -Target=\"UE4Editor Win64 Development\")");
}
// Parse the archive path
string ArchivePath = ParseParamValue("Archive");
if(ArchivePath != null && (!ArchivePath.StartsWith("//") || ArchivePath.Sum(x => (x == '/')? 1 : 0) < 4))
{
throw new AutomationException("Archive path is not a valid depot filename");
}
// Prepare the build agenda
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
foreach(string Target in Targets)
{
string[] Tokens = Target.Split(new char[]{ ' ' }, StringSplitOptions.RemoveEmptyEntries);
UnrealTargetPlatform Platform;
UnrealTargetConfiguration Configuration;
if(Tokens.Length < 3 || !Enum.TryParse(Tokens[1], true, out Platform) || !Enum.TryParse(Tokens[2], true, out Configuration))
{
throw new AutomationException("Invalid target '{0}' - expected <TargetName> <Platform> <Configuration>");
}
Agenda.AddTarget(Tokens[0], Platform, Configuration, InAddArgs: String.Join(" ", Tokens.Skip(3)));
}
// Build everything
UE4Build Builder = new UE4Build(this);
Builder.Build(Agenda, InUpdateVersionFiles: ArchivePath != null);
// Include the build products for UAT and UBT if required
if(ParseParam("WithUAT"))
{
Builder.AddUATFilesToBuildProducts();
}
if(ParseParam("WithUBT"))
{
Builder.AddUBTFilesToBuildProducts();
}
// Archive the build products
if(ArchivePath != null)
{
// Create an output folder
string OutputFolder = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "ArchiveForUGS");
Directory.CreateDirectory(OutputFolder);
// Create a temp folder for storing stripped PDB files
string SymbolsFolder = Path.Combine(OutputFolder, "Symbols");
Directory.CreateDirectory(SymbolsFolder);
// Get the Windows toolchain
UEToolChain WindowsToolChain = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Win64).CreateContext(null).CreateToolChain(CPPTargetPlatform.Win64);
// Figure out all the files for the archive
Ionic.Zip.ZipFile Zip = new Ionic.Zip.ZipFile();
Zip.UseZip64WhenSaving = Ionic.Zip.Zip64Option.Always;
foreach(string BuildProduct in Builder.BuildProductFiles)
{
if(!File.Exists(BuildProduct))
{
throw new AutomationException("Missing build product: {0}", BuildProduct);
}
if(BuildProduct.EndsWith(".pdb", StringComparison.InvariantCultureIgnoreCase))
{
string StrippedFileName = CommandUtils.MakeRerootedFilePath(BuildProduct, CommandUtils.CmdEnv.LocalRoot, SymbolsFolder);
Directory.CreateDirectory(Path.GetDirectoryName(StrippedFileName));
WindowsToolChain.StripSymbols(BuildProduct, StrippedFileName);
Zip.AddFile(StrippedFileName, Path.GetDirectoryName(CommandUtils.StripBaseDirectory(StrippedFileName, SymbolsFolder)));
}
else
{
Zip.AddFile(BuildProduct, Path.GetDirectoryName(CommandUtils.StripBaseDirectory(BuildProduct, CommandUtils.CmdEnv.LocalRoot)));
}
}
// Create the zip file
string ZipFileName = Path.Combine(OutputFolder, "Archive.zip");
Console.WriteLine("Writing {0}...", ZipFileName);
Zip.Save(ZipFileName);
// Submit it to Perforce if required
if(CommandUtils.AllowSubmit)
{
// Delete any existing clientspec for submitting
string ClientName = Environment.MachineName + "_BuildForUGS";
// Create a brand new one
P4ClientInfo Client = new P4ClientInfo();
Client.Owner = CommandUtils.P4Env.User;
Client.Host = Environment.MachineName;
Client.Stream = ArchivePath.Substring(0, ArchivePath.IndexOf('/', ArchivePath.IndexOf('/', 2) + 1));
Client.RootPath = Path.Combine(OutputFolder, "Perforce");
Client.Name = ClientName;
Client.Options = P4ClientOption.NoAllWrite | P4ClientOption.NoClobber | P4ClientOption.NoCompress | P4ClientOption.Unlocked | P4ClientOption.NoModTime | P4ClientOption.RmDir;
//.........这里部分代码省略.........
示例11: Build
//.........这里部分代码省略.........
Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
{
Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
}
if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
{
Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
}
if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
{
Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
}
if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
{
Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
}
}
// Setup cooked targets
if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
{
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatformType in UniquePlatformTypes)
{
string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, true, ClientPlatformType);
CrashReportPlatforms.Add(ClientPlatformType);
Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
}
}
}
if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
{
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
foreach (var BuildConfig in Params.ServerConfigsToBuild)
{
foreach (var ServerPlatformType in UniquePlatformTypes)
{
string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, false, ServerPlatformType);
CrashReportPlatforms.Add(ServerPlatformType);
Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
}
}
}
if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
{
UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
foreach(UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms)
{
if(Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType)))
{
Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
}
}
}
if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
{
foreach (var CrashReportPlatform in CrashReportPlatforms)
{
if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
{
Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping);
}
}
}
if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
{
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatformType in UniquePlatformTypes)
{
Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
}
Log("********** BUILD COMMAND COMPLETED **********");
}