1452 lines
112 KiB
XML
1452 lines
112 KiB
XML
<?xml version='1.0' ?>
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<BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../../Engine/Build/Graph/Schema.xsd" >
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<!-- Helper option to make installed build for host platform only -->
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<Option Name="HostPlatformOnly" Restrict="true|false" DefaultValue="false" Description="A helper option to make an installed build for your host platform only, so that you don't have to disable each platform individually"/>
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<!-- Helper option to make an installed build with the host platform editor only -->
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<Option Name="HostPlatformEditorOnly" Restrict="true|false" DefaultValue="false" Description="A helper option to make an installed build for your host platform only, so that you don't have to disable each platform individually"/>
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<!-- Option to enable all target platforms by default, as we ship in the launcher. Note that this will require cross-compiling IOS on Windows. -->
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<Option Name="AllPlatforms" Restrict="true|false" DefaultValue="false" Description="Include all target platforms by default"/>
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<Option Name="CompileDatasmithPlugins" Restrict="true|false" DefaultValue="false" Description="If Datasmith plugins should be compiled on a separate node."/>
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<!-- Get default values for each platform being enabled -->
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<Property Name="DefaultWithWin64" Value="true"/>
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<Property Name="DefaultWithWin64" Value="false" If="$(HostPlatformEditorOnly) Or ($(HostPlatformOnly) And '$(HostPlatform)' != 'Win64')"/>
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<Property Name="DefaultWithMac" Value="true"/>
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<Property Name="DefaultWithMac" Value="false" If="$(HostPlatformEditorOnly) Or ($(HostPlatformOnly) And '$(HostPlatform)' != 'Mac')"/>
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<Property Name="DefaultWithLinux" Value="true"/>
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<Property Name="DefaultWithLinux" Value="false" If="$(HostPlatformEditorOnly) Or ($(HostPlatformOnly) And '$(HostPlatform)' != 'Linux')"/>
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<Property Name="DefaultWithLinuxArm64" Value="true"/>
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<Property Name="DefaultWithLinuxArm64" Value="false" If="$(HostPlatformEditorOnly) Or ($(HostPlatformOnly) And '$(HostPlatform)' != 'Linux')"/>
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<Property Name="DefaultWithPlatform" Value="true"/>
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<Property Name="DefaultWithPlatform" Value="false" If="$(HostPlatformEditorOnly) Or $(HostPlatformOnly)"/>
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<Property Name="DefaultWithIOS" Value="$(DefaultWithPlatform)"/>
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<Property Name="DefaultWithIOS" Value="false" If="'$(HostPlatform)' != 'Mac' And !$(AllPlatforms)"/>
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<!-- Global Compile Arguments - note: only implemented for Win64/Linux targets -->
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<Option Name="ExtraCompileArgs" DefaultValue="" Description="Extra arguments to pass to compiles run on non Mac based platforms"/>
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<Option Name="ExtraCompileArgsMac" DefaultValue="" Description="Extra arguments to pass to compiles run on Mac platforms"/>
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<Option Name="ExtraDDCArgs" DefaultValue="" Description="Extra arguments to pass to DDC Generation"/>
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<Option Name="PublishCloudArtifacts" DefaultValue="false" Description="Enable to publish cloud artifacts" />
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<Option Name="CloudPublishBaseline" DefaultValue="" Description="The baseline branch (your mainline) if incorrectly set your data will not de-dup across branches. Only applies if `PublishCloudArtifacts` is set." />
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<Option Name="CloudPublishHost" DefaultValue="" Description="The host to publish cloud artifacts to if enabled using `PublishCloudArtifacts`" />
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<Option Name="CloudPublishNamespace" DefaultValue="" Description="The namespace to publish cloud artifacts to if enabled using `PublishCloudArtifacts`" />
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<Option Name="WithWin64NoPCH" DefaultValue="true" Description="Compile Win64 with NoPCH"/>
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<Property Name="Win64NoPCHArg" Value="" />
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<Property Name="Win64NoPCHArg" Value="-NoPCH" If="$(WithWin64NoPCH)"/>
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<!-- Host platforms for the installed editor -->
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<Option Name="WithInstalledWin64" Restrict="true|false" DefaultValue="true" Description="Whether to include the Win64 editor as part of a binary release"/>
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<Option Name="WithInstalledMac" Restrict="true|false" DefaultValue="true" Description="Whether to include the Mac editor as part of a binary release"/>
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<Option Name="WithInstalledLinux" Restrict="true|false" DefaultValue="true" Description="Whether to include the Linux editor as part of a binary release"/>
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<!-- Setup default target platforms for Installed build if they haven't been specified on the commandline -->
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<Option Name="WithWin64" Restrict="true|false" DefaultValue="$(DefaultWithWin64)" Description="Include the Win64 target platform"/>
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<Option Name="WithMac" Restrict="true|false" DefaultValue="$(DefaultWithMac)" Description="Include the Mac target platform"/>
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<Option Name="WithAndroid" Restrict="true|false" DefaultValue="$(DefaultWithPlatform)" Description="Include the Android target platform"/>
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<Option Name="WithIOS" Restrict="true|false" DefaultValue="$(DefaultWithIOS)" Description="Include the iOS target platform"/>
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<Option Name="WithTVOS" Restrict="true|false" DefaultValue="$(DefaultWithIOS)" Description="Include the tvOS target platform"/>
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<Option Name="WithLinux" Restrict="true|false" DefaultValue="$(DefaultWithLinux)" Description="Include the Linux target platform"/>
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<Option Name="WithLinuxArm64" Restrict="true|false" DefaultValue="$(DefaultWithLinuxArm64)" Description="Include the Linux AArch64 target platform"/>
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<!-- Set up target types -->
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<Option Name="WithClient" Restrict="true|false" DefaultValue="false" Description="Include precompiled client targets"/>
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<Option Name="WithServer" Restrict="true|false" DefaultValue="false" Description="Include precompiled server targets"/>
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<!-- Whether to create a prebuilt DDC -->
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<Option Name="WithDDC" Restrict="true|false" DefaultValue="true" Description="Build a standalone derived-data cache for the engine content and templates" />
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<!-- Whether to build DDC for the host platform only -->
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<Option Name="HostPlatformDDCOnly" Restrict="true|false" DefaultValue="true" Description="Whether to include DDC for the host platform only"/>
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<!-- Whether to sign any executables produced -->
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<Option Name="SignExecutables" Restrict="true|false" DefaultValue="false" Description="Sign the executables produced where signing is available"/>
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<Option Name="SignWindowsExecutablesInParallel" Restrict="true|false" DefaultValue="false" Description="Sign the executables in parallel, Windows only"/>
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<!-- The analytics type -->
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<Option Name="AnalyticsTypeOverride" DefaultValue="" Description="Identifier for analytic events to send"/>
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<!-- The build identifier -->
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<Option Name="BuildIdOverride" DefaultValue="" Description="Override unique identifier for this build"/>
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<Property Name="BuildId" Value="" />
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<Property Name="BuildId" Value="$(BuildIdOverride)" If="'$(BuildIdOverride)' != ''"/>
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<!--- Create command line argument for build identifier -->
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<Property Name="BuildIdentifierArg" Value="" />
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<Property Name="BuildIdentifierArg" Value="-BuildId="$(BuildId)"" If="'$(BuildId)' != ''"/>
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<!-- Whether to embed source server info (ie. P4 paths) into PDB files -->
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<Option Name="EmbedSrcSrvInfo" Restrict="true|false" DefaultValue="false" Description="Whether to add Source indexing to Windows game apps so they can be added to a symbol server"/>
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<!-- Which game configurations to include for packaged applications -->
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<Option Name="GameConfigurations" DefaultValue="Shipping;Development;DebugGame" Description="Which game configurations to include for packaged applications"/>
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<!-- Generate full debug info for binary editor and packaged application builds -->
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<Option Name="WithFullDebugInfo" Restrict="true|false" DefaultValue="false" Description="Generate full debug info for binary editor and packaged application builds"/>
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<!-- Ouput directory for the build -->
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<Option Name="BuiltDirectory" DefaultValue="$(RootDir)/LocalBuilds/Engine" Description="Directory for outputting the built engine"/>
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<!-- Control ParallelExecutor -->
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<Option Name="AllowParallelExecutor" Restrict="true|false" DefaultValue="false" Description="Allow the use of UAT's ParallelExecutor when compiling"/>
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<Property Name="bAllowParallelExecutor" Value="$(AllowParallelExecutor)" />
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<!-- Option to include source code docs in the resulting installed engine build -->
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<Option Name="IncludeDocs" Restrict="true|false" DefaultValue="false" Description="Include the source code docs in the resulting installed engine build"/>
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<!-- The local output directory -->
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<Property Name="LocalInstalledDir" Value="$(BuiltDirectory)/Windows"/>
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<Property Name="LocalInstalledDirMac" Value="$(BuiltDirectory)/Mac"/>
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<Property Name="LocalInstalledDirLinux" Value="$(BuiltDirectory)/Linux"/>
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<!-- Directory for storing build products like the Compressed DDC, Stripped and Signed files -->
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<Property Name="SavedOutput" Value="$(RootDir)/Engine/Saved"/>
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<!-- Directory for storing a stripped version of UAT for installed builds -->
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<Property Name="CsToolsDir" Value="$(SavedOutput)/CsTools"/>
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<!-- Directory for toolchains -->
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<Property Name="ToolchainDir" Value="$(RootDir)/Engine/Extras/ThirdPartyNotUE/SDKs"/>
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<!-- Architectures that we build for Android. NOTE: This should match the architectures specified in BuildPluginCommand. -->
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<Property Name="AndroidArchitectures" Value="arm64+x64"/>
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<Property Name="DefaultArchitectureCommandsWin64" Value=""/>
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<!-- Compile flags for Windows Game binaries -->
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<Property Name="TargetDebugInfoArg" Value="-nodebuginfo"/>
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<Property Name="TargetDebugInfoArg" Value="" If="$(WithFullDebugInfo)"/>
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<Property Name="TargetDebugInfoArgMac" Value="$(TargetDebugInfoArg)" />
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<Property Name="TargetDebugInfoArgMac" Value="-EnableDSYM" If="$(WithFullDebugInfo)" />
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<!-- Names of the client and server targets to build -->
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<Property Name="OptionalClientTarget" Value=""/>
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<Property Name="OptionalClientTarget" Value="UnrealClient" If="$(WithClient)"/>
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<Property Name="OptionalServerTarget" Value=""/>
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<Property Name="OptionalServerTarget" Value="UnrealServer" If="$(WithServer)"/>
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<Property Name="ExtensionPlatformDirs" Value=""/>
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<Macro Name="AddExtensionPlatform" Arguments="PlatformDir">
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<Property Name="Found" Value="false"/>
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<ForEach Name="Entry" Values="$(ExtensionPlatformDirs)">
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<Property Name="Found" Value="true" If="'$(Entry)' == '$(PlatformDir)'"/>
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</ForEach>
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<Do If="!$(Found)">
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<Property Name="ExtensionPlatformDirs" Value="$(ExtensionPlatformDirs);" If="'$(ExtensionPlatformDirs)' != ''"/>
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<Property Name="ExtensionPlatformDirs" Value="$(ExtensionPlatformDirs)$(PlatformDir)"/>
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</Do>
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</Macro>
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<!-- Create empty macros for platforms to extend -->
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<Macro Name="Platform_FilterRestrictedFolders"/>
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<Macro Name="Platform_FilterOverrides"/>
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<Macro Name="Platform_Agent_Target_Win64_Licensee"/>
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<Macro Name="Platform_Agent_Target_Mac_Licensee"/>
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<Macro Name="Platform_Agent_Target_Linux_Licensee"/>
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<Macro Name="Platform_AddInstalledRequirements"/>
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<Macro Name="Platform_AddFilterRequirements"/>
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<Macro Name="Platform_TagCsToolsRedistUATSource"/>
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<Macro Name="Platform_Build_Tools_CS_Binaries"/>
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<Macro Name="Platform_Append_DDCPlatformsWin64"/>
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<Macro Name="Platform_Append_DDCPlatformsMac"/>
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<Macro Name="Platform_TagDDCFiles"/>
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<Macro Name="Platform_Tag_UnrealGame" Arguments="HostPlatform"/>
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<Macro Name="Platform_ExtraSignFiles" Arguments="HostPlatform"/>
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<!-- Include any scripts from platform extensions -->
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<Property Name="ExtensionPlatforms" Value=""/>
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<Include Script="../Platforms/*/Build/InstalledEngineBuild.xml"/>
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<!-- Include the script that lists files and patterns used when creating an installed build -->
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<Include Script="InstalledEngineFilters.xml"/>
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<!-- Crash reporter and telemetry settings for the customer facing crash reporter -->
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<Option Name="CrashReporterURL" DefaultValue="" Description="The URL to use to talk to the crash reporting API. Used for crashes from packaged games."/>
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<Option Name="CrashReporterTelemetryURL" DefaultValue="" Description="The URL to use to talk to the Telemetry API. Used for crashes from packaged games."/>
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<Option Name="CrashReporterTelemetryKey" DefaultValue="" Description="The API key to use to talk to the Telemetry API. Used for crashes from packaged games."/>
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<Option Name="CrashReporterCompanyName" DefaultValue="" Description="Default company name to display in CrashReportClient. Used for crashes from packaged games."/>
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<Property Name="CRCTelemetryDefines" Value=""/>
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<Property Name="CRCTelemetryDefines" Value="-define:CRC_TELEMETRY_URL=\"$(CrashReporterTelemetryURL)\" -define:CRC_TELEMETRY_KEY=\"$(CrashReporterTelemetryKey)\" -OverrideBuildEnvironment" If="'$(CrashReporterTelemetryURL)' != '' And '$(CrashReporterTelemetryKey)' != ''" />
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<Property Name="CRCDefines" Value=""/>
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<Property Name="CRCDefines" Value=" -define:CRC_DEFAULT_URL=\"$(CrashReporterURL)\" -define:CRC_DEFAULT_COMPANY_NAME=\"$(CrashReporterCompanyName)\" -OverrideBuildEnvironment" If="'$(CrashReporterURL)' != ''" />
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<!-- Crash reporter and telemetry settings for development time crash reporter -->
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<Option Name="CrashReporterDevURL" DefaultValue="" Description="The URL to use to talk to the crash reporting API. Used for development time crashes."/>
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<Option Name="CrashReporterDevTelemetryURL" DefaultValue="" Description="The URL to use to talk to the Telemetry API. Used for development time crashes."/>
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<Option Name="CrashReporterDevTelemetryKey" DefaultValue="" Description="The API key to use to talk to the Telemetry API. Used for development time crashes."/>
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<Option Name="CrashReporterDevCompanyName" DefaultValue="" Description="Default company name to display in CrashReportClient. Used for development time crashes."/>
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<Property Name="CRCETelemetryDefines" Value=""/>
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<Property Name="CRCETelemetryDefines" Value="-define:CRC_TELEMETRY_URL=\"$(CrashReporterDevTelemetryURL)\" -define:CRC_TELEMETRY_KEY=\"$(CrashReporterDevTelemetryKey)\" -OverrideBuildEnvironment" If="'$(CrashReporterDevTelemetryURL)' != '' And '$(CrashReporterDevTelemetryKey)' != ''" />
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<Property Name="CRCEDefines" Value=""/>
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<Property Name="CRCEDefines" Value=" -define:CRC_DEFAULT_URL=\"$(CrashReporterDevURL)\" -define:CRC_DEFAULT_COMPANY_NAME=\"$(CrashReporterDevCompanyName)\" -OverrideBuildEnvironment" If="'$(CrashReporterDevURL)' != ''" />
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<Property Name="MacArchitectureArg" Value="-architecture=arm64+x64" />
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<!-- Base editor and tools for compile on Windows -->
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<Agent Name="Editor Win64" Type="Win64_Licensee">
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<Node Name="Update Version Files">
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<SetVersion Change="$(Change)" Branch="$(EscapedBranch)" If="$(IsBuildMachine)"/>
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</Node>
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<Node Name="Compile UnrealEditor Win64" Requires="Update Version Files" Produces="#UnrealEditor Win64;#UnrealEditor Win64 Unstripped;#UnrealEditor Win64 Stripped;#UnrealEditor Win64 Unsigned;#UnrealEditor Win64 Signed;#UnrealEditor Win64 WithExceptions">
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<!-- We invoke QueryTargets to generate LiveLinkHub's TargetInfo.json file which would otherwise be missing since we're invoking UBT without a -project arg. -->
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<QueryTargets ProjectFile="Engine/Source/Programs/LiveLinkHub/LiveLinkHub.uproject" Tag="#UnrealEditor Win64"/>
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<Compile Target="UnrealEditor" Platform="Win64" Configuration="DebugGame" Tag="#UnrealEditor Win64" Arguments="-precompile -allmodules $(ExtraCompileArgs) $(Win64NoPCHArg)"/>
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<Compile Target="UnrealEditor" Platform="Win64" Configuration="Development" Tag="#UnrealEditor Win64" Arguments="-precompile -allmodules $(ExtraCompileArgs) $(Win64NoPCHArg)"/>
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<!-- Note: We compile LiveLinkHub here because we share a modular build environment with the editor. This drastically reduces its build time and prevents having duplicate files in the MakeInstalledBuild step. -->
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<Compile Target="LiveLinkHub" Configuration="Development" Platform="Win64" Tag="#UnrealEditor Win64" Arguments="-precompile $(ExtraCompileArgs) $(Win64NoPCHArg)" />
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<Tag Files="Engine/Source/Programs/LiveLinkHub/Binaries/Win64/LiveLinkHub.target" With="#UnrealEditor Win64"/>
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<Do If="$(EmbedSrcSrvInfo)">
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<!-- Embed source info into the PDB files. Should be done from this machine to ensure that paths are correct. -->
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<Log Message="Embedding source file information into PDB files..."/>
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<Tag Files="Engine/Source/...;Engine/Plugins/..." Filter="*.c;*.h;*.cpp;*.hpp;*.inl" Except="Engine/Source/ThirdParty/..." With="#SourceFiles"/>
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<SrcSrv BinaryFiles="#UnrealEditor Win64" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
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</Do>
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<Property Name="UnrealEditorExceptions" Value="$(Win64StripExceptions)"/>
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<Property Name="UnrealEditorExceptions" Value="$(UnrealEditorExceptions);$(PluginsExceptions)" If="$(CompileDatasmithPlugins)"/>
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<Tag Files="#UnrealEditor Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions)" With="#UnrealEditor Win64 Unstripped"/>
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<Switch>
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<Case If="'$(WithFullDebugInfo)' == true">
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<!-- Copy files for local debug builds -->
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<Copy Files="#UnrealEditor Win64 Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
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</Case>
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<Default>
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<!-- Otherwise, strip the files for distribution -->
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Win64" Files="#UnrealEditor Win64 Unstripped" Tag="#UnrealEditor Win64 Stripped"/>
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</Default>
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</Switch>
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<Do If="'$(SignExecutables)' == true">
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<Tag Files="#UnrealEditor Win64" Filter="$(WindowsSignFilter)" Except="$(PluginsExceptions)" With="#UnrealEditor Win64 Unsigned"/>
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<Copy Files="#UnrealEditor Win64 Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Editor_ToSign_Win64"/>
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<Sign Files="#Editor_ToSign_Win64" Parallel="$(SignWindowsExecutablesInParallel)" Tag="#UnrealEditor Win64 Signed"/>
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</Do>
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<Tag Files="#UnrealEditor Win64" Except="$(PluginsExceptions)" With="#UnrealEditor Win64 WithExceptions"/>
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</Node>
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</Agent>
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<Aggregate Name="Win64 Editor" Label="Editors/Win64" Requires="Compile UnrealEditor Win64" Include="Editor Win64"/>
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<!-- Base editor and tools for compile on Mac -->
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<Agent Name="Editor Mac" Type="Mac_Licensee">
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<Node Name="Compile UnrealEditor Mac" Requires="Update Version Files" Produces="#UnrealEditor Mac;#UnrealEditor Mac Unstripped;#UnrealEditor Mac Stripped;#UnrealEditor Mac Unsigned;#UnrealEditor Mac Signed;#UnrealEditor Mac WithExceptions">
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<Property Name="AllModulesArg" Value="-allmodules"/>
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<!-- We invoke QueryTargets to generate LiveLinkHub's TargetInfo.json file which would otherwise be missing since we're invoking UBT without a -project arg. -->
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<!--<QueryTargets ProjectFile="Engine/Source/Programs/LiveLinkHub/LiveLinkHub.uproject" Tag="#UnrealEditor Mac"/>-->
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<Compile Target="UnrealEditor" Platform="Mac" Configuration="DebugGame" Tag="#UnrealEditor Mac" Arguments="-precompile -EnableDSYM $(ExtraCompileArgsMac) $(AllModulesArg) $(MacArchitectureArg)"/>
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<Compile Target="UnrealEditor" Platform="Mac" Configuration="Development" Tag="#UnrealEditor Mac" Arguments="-precompile -EnableDSYM $(ExtraCompileArgsMac) $(AllModulesArg) $(MacArchitectureArg)"/>
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<!-- Note: We compile LiveLinkHub here because we share a modular build environment with the editor. This drastically reduces its build time and prevents having duplicate files in the MakeInstalledBuild step. -->
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<!--<Compile Target="LiveLinkHub" Configuration="Development" Platform="Mac" Tag="#UnrealEditor Mac" Arguments="-precompile -EnableDSYM $(MacArchitectureArg)" />-->
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<!--<Tag Files="Engine/Source/Programs/LiveLinkHub/Binaries/Mac/LiveLinkHub.target" With="#UnrealEditor Mac"/>-->
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<Property Name="UnrealEditorExceptions" Value=""/>
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<Property Name="UnrealEditorExceptions" Value="$(PluginsExceptions)" If="$(CompileDatasmithPlugins)"/>
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<Tag Files="#UnrealEditor Mac" Filter="$(MacStripFilter)" Except="$(UnrealEditorExceptions)" With="#UnrealEditor Mac Unstripped"/>
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<Switch>
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<Case If="'$(WithFullDebugInfo)' == true">
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<!-- Copy files for local debug builds -->
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<Copy Files="#UnrealEditor Mac Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
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</Case>
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<Default>
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<!-- Otherwise, strip the files for distribution -->
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Mac" Files="#UnrealEditor Mac Unstripped" Tag="#UnrealEditor Mac Stripped"/>
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</Default>
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</Switch>
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<Do If="'$(SignExecutables)' == true">
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<Tag Files="#UnrealEditor Mac" Filter="$(MacSignFilter)" Except="$(PluginsExceptions)" With="#UnrealEditor Mac Unsigned"/>
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<Copy Files="#UnrealEditor Mac Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Editor_ToSign_Mac"/>
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<Sign Files="#Editor_ToSign_Mac" Tag="#UnrealEditor Mac Signed"/>
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</Do>
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<Tag Files="#UnrealEditor Mac" Except="$(PluginsExceptions)" With="#UnrealEditor Mac WithExceptions"/>
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</Node>
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</Agent>
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<Aggregate Name="Mac Editor" Label="Editors/Mac" Requires="Compile UnrealEditor Mac" Include="Editor Mac"/>
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<!-- Base editor and tools for compile on Linux -->
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<Agent Name="Editor Linux" Type="Linux_Licensee">
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<Node Name="Compile UnrealEditor Linux" Requires="Update Version Files" Produces="#UnrealEditor Linux;#UnrealEditor Linux Unstripped;#UnrealEditor Linux Stripped;#UnrealEditor Linux WithExceptions">
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<QueryTargets ProjectFile="Engine/Source/Programs/LiveLinkHub/LiveLinkHub.uproject" Tag="#UnrealEditor Linux" />
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<Compile Target="UnrealEditor" Platform="Linux" Configuration="DebugGame" Tag="#UnrealEditor Linux" Arguments="-precompile -allmodules $(ExtraCompileArgs)"/>
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<Compile Target="UnrealEditor" Platform="Linux" Configuration="Development" Tag="#UnrealEditor Linux" Arguments="-precompile -allmodules $(ExtraCompileArgs)"/>
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<!-- Note: We compile LiveLinkHub here because we share a modular build environment with the editor. This drastically reduces its build time and prevents having duplicate files in the MakeInstalledBuild step. -->
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<Compile Target="LiveLinkHub" Configuration="Development" Platform="Linux" Tag="#UnrealEditor Linux" Arguments="-precompile $(ExtraCompileArgs)" />
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<Tag Files="Engine/Source/Programs/LiveLinkHub/Binaries/Linux/LiveLinkHub.target" With="#UnrealEditor Linux"/>
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<Tag Files="#UnrealEditor Linux" Filter="$(LinuxStripFilter)" With="#UnrealEditor Linux Unstripped"/>
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<Tag Files="#UnrealEditor Linux" Except="$(PluginsExceptions)" With="#UnrealEditor Linux WithExceptions"/>
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<Switch>
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<Case If="'$(WithFullDebugInfo)' == true">
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<!-- Copy files for local debug builds -->
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<Copy Files="#UnrealEditor Linux Unstripped" From="$(RootDir)" To="$(SavedOutput)" Tag="#UnrealEditor Linux Stripped"/>
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</Case>
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<Default>
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<!-- Otherwise, strip the files for distribution -->
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<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Linux" Files="#UnrealEditor Linux Unstripped" Tag="#UnrealEditor Linux Stripped"/>
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</Default>
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</Switch>
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</Node>
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</Agent>
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<Aggregate Name="Linux Editor Linux" Label="Editors/Linux" Requires="Compile UnrealEditor Linux" Include="Editor Linux"/>
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<!-- Target Platforms normally built from a Win64 machine -->
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<Agent Name="Target Win64" Type="Win64_Licensee">
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<Property Name="OptionalTargetTags" Value=""/>
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<ForEach Name="Target" Values="$(OptionalClientTarget);$(OptionalServerTarget)">
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<Node Name="Compile $(Target) Win64" Requires="Update Version Files" Produces="#$(Target) Win64">
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<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Win64" Configuration="$(Configuration)" Tag="#$(Target) Win64" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg) $(ExtraCompileArgs) $(Win64NoPCHArg)"/>
|
|
<Compile Target="$(Target)" Platform="Win64" Configuration="$(Configuration)" Tag="#$(Target) Win64" Arguments="-precompile $(TargetDebugInfoArg) $(ExtraCompileArgs) $(Win64NoPCHArg)" Clean="false"/>
|
|
<Property Name="OptionalTargetTags" Value="$(OptionalTargetTags);#$(Target) Win64"/>
|
|
</ForEach>
|
|
</Node>
|
|
</ForEach>
|
|
<Node Name="Compile UnrealGame Win64" Requires="Update Version Files;$(OptionalTargetTags)" Produces="#UnrealGame Win64;#UnrealGame Win64 Unstripped;#UnrealGame Win64 Stripped;#UnrealGame Win64 Unsigned;#UnrealGame Win64 Signed">
|
|
<ForEach Name="Tag" Values="$(OptionalTargetTags)" If="'$(OptionalTargetTags)' != ''">
|
|
<Tag Files="$(Tag)" With="#UnrealGame Win64"/>
|
|
</ForEach>
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="UnrealGame" Platform="Win64" Configuration="$(Configuration)" Tag="#UnrealGame Win64" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg) $(ExtraCompileArgs) $(Win64NoPCHArg)"/>
|
|
<Compile Target="UnrealGame" Platform="Win64" Configuration="$(Configuration)" Tag="#UnrealGame Win64" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile $(TargetDebugInfoArg) $(ExtraCompileArgs) $(Win64NoPCHArg)" Clean="false"/>
|
|
</ForEach>
|
|
|
|
<Do If="$(EmbedSrcSrvInfo)">
|
|
<!-- Embed source info into the PDB files. Should be done from this machine to ensure that paths are correct. -->
|
|
<Log Message="Embedding source file information into PDB files..."/>
|
|
<Tag Files="Engine/Source/...;Engine/Plugins/..." Filter="*.c;*.h;*.cpp;*.hpp;*.inl" Except="Engine/Source/ThirdParty/..." With="#SourceFiles"/>
|
|
<SrcSrv BinaryFiles="#UnrealGame Win64" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
|
|
</Do>
|
|
|
|
<Tag Files="#UnrealGame Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions)" With="#UnrealGame Win64 Unstripped"/>
|
|
|
|
<Switch>
|
|
<Case If="'$(WithFullDebugInfo)' == true">
|
|
<!-- Copy files for local debug builds -->
|
|
<Copy Files="#UnrealGame Win64 Unstripped" From="$(RootDir)" To="$(SavedOutput)"/>
|
|
</Case>
|
|
<Default>
|
|
<!-- Otherwise, strip the files for distribution -->
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Win64" Files="#UnrealGame Win64 Unstripped" Tag="#UnrealGame Win64 Stripped"/>
|
|
</Default>
|
|
</Switch>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<Tag Files="#UnrealGame Win64" Filter="$(WindowsSignFilter)" With="#UnrealGame Win64 Unsigned"/>
|
|
<Copy Files="#UnrealGame Win64 Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Game_ToSign_Win64"/>
|
|
<Sign Files="#Game_ToSign_Win64" Parallel="$(SignWindowsExecutablesInParallel)" Tag="#UnrealGame Win64 Signed"/>
|
|
</Do>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_Win64" Requires="Compile UnrealGame Win64"/>
|
|
|
|
<Agent Name="Target Linux" Type="Win64_Licensee">
|
|
<Node Name="Compile UnrealGame Linux" Requires="Update Version Files" Produces="#UnrealGame Linux;#UnrealGame Linux Unstripped;#UnrealGame Linux Stripped">
|
|
<ForEach Name="Target" Values="UnrealGame;$(OptionalClientTarget);$(OptionalServerTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Linux" Configuration="$(Configuration)" Tag="#UnrealGame Linux" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg) $(ExtraCompileArgs)"/>
|
|
<Compile Target="$(Target)" Platform="Linux" Configuration="$(Configuration)" Tag="#UnrealGame Linux" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile $(TargetDebugInfoArg) $(ExtraCompileArgs)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UnrealGame Linux" Filter="$(LinuxStripFilter)" With="#UnrealGame Linux Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Linux" Files="#UnrealGame Linux Unstripped" Tag="#UnrealGame Linux Stripped"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_Linux" Requires="Compile UnrealGame Linux"/>
|
|
|
|
<Agent Name="Target LinuxNative" Type="Linux_Licensee">
|
|
<Node Name="Compile UnrealGame LinuxNative" Requires="Update Version Files" Produces="#UnrealGame LinuxNative;#UnrealGame LinuxNative Unstripped;#UnrealGame LinuxNative Stripped">
|
|
<ForEach Name="Target" Values="UnrealGame;$(OptionalClientTarget);$(OptionalServerTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Linux" Configuration="$(Configuration)" Tag="#UnrealGame LinuxNative" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg) $(ExtraCompileArgs)"/>
|
|
<Compile Target="$(Target)" Platform="Linux" Configuration="$(Configuration)" Tag="#UnrealGame LinuxNative" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile $(TargetDebugInfoArg) $(ExtraCompileArgs)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UnrealGame LinuxNative Linux" Filter="$(LinuxStripFilter)" With="#UnrealGame LinuxNative Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Linux" Files="#UnrealGame LinuxNative Unstripped" Tag="#UnrealGame LinuxNative Stripped"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_LinuxNative" Requires="Compile UnrealGame LinuxNative"/>
|
|
|
|
<Expand Name="Platform_Agent_Target_Linux_Licensee"/>
|
|
|
|
<Agent Name="Target LinuxArm64" Type="Win64_Licensee">
|
|
<Node Name="Compile UnrealGame LinuxArm64" Requires="Update Version Files" Produces="#UnrealGame LinuxArm64;#UnrealGame LinuxArm64 Unstripped;#UnrealGame LinuxArm64 Stripped">
|
|
<ForEach Name="Target" Values="UnrealGame;$(OptionalClientTarget);$(OptionalServerTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="LinuxArm64" Configuration="$(Configuration)" Tag="#UnrealGame LinuxArm64" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg) $(ExtraCompileArgs)"/>
|
|
<Compile Target="$(Target)" Platform="LinuxArm64" Configuration="$(Configuration)" Tag="#UnrealGame LinuxArm64" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile $(TargetDebugInfoArg) $(ExtraCompileArgs)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UnrealGame LinuxArm64" Filter="$(LinuxStripFilter)" With="#UnrealGame LinuxArm64 Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="LinuxArm64" Files="#UnrealGame LinuxArm64 Unstripped" Tag="#UnrealGame LinuxArm64 Stripped"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_LinuxArm64" Label="Platforms/Linux (AArch64)" Requires="Compile UnrealGame LinuxArm64"/>
|
|
|
|
<Agent Name="Target LinuxArm64 LinuxNative" Type="Linux_Licensee">
|
|
<Node Name="Compile UnrealGame LinuxArm64 LinuxNative" Requires="Update Version Files" Produces="#UnrealGame LinuxArm64 LinuxNative;#UnrealGame LinuxArm64 LinuxNative Unstripped;#UnrealGame LinuxArm64 LinuxNative Stripped">
|
|
<ForEach Name="Target" Values="UnrealGame;$(OptionalClientTarget);$(OptionalServerTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="LinuxArm64" Configuration="$(Configuration)" Tag="#UnrealGame LinuxArm64 LinuxNative" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink $(TargetDebugInfoArg) $(ExtraCompileArgs)"/>
|
|
<Compile Target="$(Target)" Platform="LinuxArm64" Configuration="$(Configuration)" Tag="#UnrealGame LinuxArm64 LinuxNative" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile $(TargetDebugInfoArg) $(ExtraCompileArgs)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UnrealGame LinuxArm6 LinuxNative" Filter="$(LinuxStripFilter)" With="#UnrealGame LinuxArm64 LinuxNative Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="LinuxArm64" Files="#UnrealGame LinuxArm64 LinuxNative Unstripped" Tag="#UnrealGame LinuxArm64 LinuxNative Stripped"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_LinuxArm64LinuxNative" Label="Platforms/Linux (AArch64)" Requires="Compile UnrealGame LinuxArm64 LinuxNative"/>
|
|
|
|
<Agent Name="Target Android" Type="Win64_Licensee">
|
|
<Node Name="Compile UnrealGame Android" Requires="Update Version Files" Produces="#UnrealGame Android;#UnrealGame Android Unstripped;#UnrealGame Android Stripped">
|
|
<ForEach Name="Target" Values="UnrealGame;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Android" Configuration="$(Configuration)" Tag="#UnrealGame Android" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink -architectures=$(AndroidArchitectures) $(TargetDebugInfoArg) $(ExtraCompileArgs)"/>
|
|
<Compile Target="$(Target)" Platform="Android" Configuration="$(Configuration)" Tag="#UnrealGame Android" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -architectures=$(AndroidArchitectures) $(TargetDebugInfoArg) $(ExtraCompileArgs)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UnrealGame Android" Filter="$(AndroidStripFilter)" With="#UnrealGame Android Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Android" Files="#UnrealGame Android Unstripped" Tag="#UnrealGame Android Stripped"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_Android" Label="Platforms/Android" Requires="Compile UnrealGame Android"/>
|
|
|
|
<Expand Name="Platform_Agent_Target_Win64_Licensee"/>
|
|
|
|
<!-- Target Platforms normally built from a Mac machine -->
|
|
<Agent Name="Target Mac" Type="Mac_Licensee">
|
|
<Property Name="OptionalTargetTags" Value=""/>
|
|
<ForEach Name="Target" Values="$(OptionalClientTarget);$(OptionalServerTarget)">
|
|
<Node Name="Compile $(Target) Mac" Requires="Update Version Files" Produces="#$(Target) Mac">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="Mac" Configuration="$(Configuration)" Tag="#$(Target) Mac" Arguments="-precompile -allmodules -nolink $(ExtraCompileArgsMac) $(TargetDebugInfoArgMac)"/>
|
|
<Compile Target="$(Target)" Platform="Mac" Configuration="$(Configuration)" Tag="#$(Target) Mac" Arguments="-precompile $(ExtraCompileArgsMac) $(TargetDebugInfoArgMac)" Clean="false"/>
|
|
<Property Name="OptionalTargetTags" Value="$(OptionalTargetTags);#$(Target) Mac"/>
|
|
</ForEach>
|
|
</Node>
|
|
</ForEach>
|
|
|
|
<Node Name="Compile UnrealGame Mac" Requires="Update Version Files;$(OptionalTargetTags)" Produces="#UnrealGame Mac;#UnrealGame Mac Unstripped;#UnrealGame Mac Stripped;#UnrealGame Mac Unsigned;#UnrealGame Mac Signed">
|
|
<ForEach Name="Tag" Values="$(OptionalTargetTags)" If="'$(OptionalTargetTags)' != ''">
|
|
<Tag Files="$(Tag)" With="#UnrealGame Mac"/>
|
|
</ForEach>
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="UnrealGame" Platform="Mac" Configuration="$(Configuration)" Tag="#UnrealGame Mac" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink $(ExtraCompileArgsMac) $(TargetDebugInfoArgMac)"/>
|
|
<Compile Target="UnrealGame" Platform="Mac" Configuration="$(Configuration)" Tag="#UnrealGame Mac" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile $(ExtraCompileArgsMac) $(TargetDebugInfoArgMac)" Clean="false"/>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UnrealGame Mac" Filter="$(MacStripFilter)" With="#UnrealGame Mac Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="Mac" Files="#UnrealGame Mac Unstripped" Tag="#UnrealGame Mac Stripped"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<Tag Files="#UnrealGame Mac" Filter="$(MacSignFilter)" Except=";Engine/Binaries/Mac/*.app/Contents/MacOS/*" With="#UnrealGame Mac Unsigned"/>
|
|
<Copy Files="#UnrealGame Mac Unsigned" From="$(RootDir)" To="$(SavedOutput)" Tag="#Game_ToSign_Mac"/>
|
|
<Sign Files="#Game_ToSign_Mac" Tag="#UnrealGame Mac Signed"/>
|
|
</Do>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_Mac" Requires="Compile UnrealGame Mac"/>
|
|
|
|
<Agent Name="Target IOS" Type="Mac_Licensee">
|
|
<Node Name="Compile UnrealGame IOS" Requires="Update Version Files" Produces="#UnrealGame IOS;#UnrealGame IOS Unstripped;#UnrealGame IOS Stripped">
|
|
<ForEach Name="Target" Values="UnrealGame;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="IOS" Configuration="$(Configuration)" Tag="#UnrealGame IOS" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink $(ExtraCompileArgsMac) $(TargetDebugInfoArgMac)"/>
|
|
<Compile Target="$(Target)" Platform="IOS" Configuration="$(Configuration)" Tag="#UnrealGame IOS" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -createstub $(ExtraCompileArgsMac) $(TargetDebugInfoArgMac)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UnrealGame IOS" Filter="$(IOSStripFilter)" With="#UnrealGame IOS Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="IOS" Files="#UnrealGame IOS Unstripped" Tag="#UnrealGame IOS Stripped"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_IOS" Label="Platforms/IOS" Requires="Compile UnrealGame IOS"/>
|
|
|
|
<Agent Name="Target TVOS" Type="Mac_Licensee">
|
|
<Node Name="Compile UnrealGame TVOS" Requires="Update Version Files" Produces="#UnrealGame TVOS;#UnrealGame TVOS Unstripped;#UnrealGame TVOS Stripped">
|
|
<ForEach Name="Target" Values="UnrealGame;$(OptionalClientTarget)">
|
|
<ForEach Name="Configuration" Values="$(GameConfigurations)">
|
|
<Compile Target="$(Target)" Platform="TVOS" Configuration="$(Configuration)" Tag="#UnrealGame TVOS" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -allmodules -nolink $(ExtraCompileArgsMac) $(TargetDebugInfoArgMac)"/>
|
|
<Compile Target="$(Target)" Platform="TVOS" Configuration="$(Configuration)" Tag="#UnrealGame TVOS" AllowParallelExecutor="$(bAllowParallelExecutor)" Arguments="-precompile -createstub $(ExtraCompileArgsMac) $(TargetDebugInfoArgMac)" Clean="false"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
|
|
<Tag Files="#UnrealGame TVOS" Filter="$(TVOSStripFilter)" With="#UnrealGame TVOS Unstripped"/>
|
|
<Strip BaseDir="$(RootDir)" OutputDir="$(SavedOutput)" Platform="TVOS" Files="#UnrealGame TVOS Unstripped" Tag="#UnrealGame TVOS Stripped"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="TargetPlatforms_TVOS" Label="Platforms/TVOS" Requires="Compile UnrealGame TVOS"/>
|
|
|
|
<Expand Name="Platform_Agent_Target_Mac_Licensee"/>
|
|
|
|
<Agent Name="NotForLicensee Tools Group Win64" Type="Win64">
|
|
<Node Name="Build NotForLicensee Tools Win64" Requires="Update Version Files" Produces="#NotForLicensee Build Tools Win64">
|
|
<Compile Target="DatasmithCADWorker" Configuration="Development" Platform="Win64" Tag="#NotForLicensee Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<!-- Temporarily removing the compilation of DatasmithCADRuntime from the installed build
|
|
<Compile Target="DatasmithCADRuntime" Configuration="Development" Platform="Win64" Tag="#NotForLicensee Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
-->
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="BuildRules" Type="Win64_Licensee">
|
|
<Node Name="Compile Rules Assemblies" Produces="#Rules Assemblies">
|
|
<Property Name="UBTPath" Value="Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe"/>
|
|
<Property Name="UBTPath" Value="Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool" If="'$(HostPlatform)' != 'Win64'"/>
|
|
|
|
<Spawn Exe="$(UBTPath)" Arguments="-Mode=QueryTargets"/>
|
|
<Tag Files="Engine/Intermediate/Build/BuildRules/..." With="#Rules Assemblies"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="Tools Group Win64" Type="Win64_Licensee">
|
|
<Node Name="Build Tools Win64" Requires="Update Version Files;#NotForLicensee Build Tools Win64" Produces="#Tools Win64 Complete">
|
|
<Tag Files="#NotForLicensee Build Tools Win64" With="#Build Tools Win64"/>
|
|
<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(CRCTelemetryDefines) $(CRCDefines) $(ExtraCompileArgs)"/>
|
|
<Compile Target="CrashReportClientEditor" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(CRCETelemetryDefines) $(CRCEDefines) $(ExtraCompileArgs)"/>
|
|
<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="EpicWebHelper" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealInsights" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealFrontend" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealLightmass" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="InterchangeWorker" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealPak" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealMultiUserServer" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealMultiUserSlateServer" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealRecoverySvc" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="LiveCodingConsole" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="BootstrapPackagedGame" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="BuildPatchTool" Configuration="Shipping" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="SwitchboardListener" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="SwitchboardListenerHelper" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealObjectPtrTool" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealPackageTool" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="ZenDashboard" Configuration="Development" Platform="Win64" Tag="#Build Tools Win64" Arguments="$(ExtraCompileArgs)"/>
|
|
|
|
<Tag Files="Engine/Binaries/Win64/XGEControlWorker.exe" With="#Build Tools Win64"/>
|
|
|
|
<Do If="$(EmbedSrcSrvInfo)">
|
|
<!-- Embed source info into the PDB files. Should be done from this machine to ensure that paths are correct. -->
|
|
<Log Message="Embedding source file information into PDB files..."/>
|
|
<Tag Files="Engine/Source/...;Engine/Plugins/..." Filter="*.c;*.h;*.cpp;*.hpp;*.inl" Except="Engine/Source/ThirdParty/..." With="#SourceFiles"/>
|
|
<SrcSrv BinaryFiles="#Build Tools Win64" SourceFiles="#SourceFiles" Branch="$(Branch)" Change="$(Change)"/>
|
|
</Do>
|
|
|
|
<WriteTextFile File="ToolComplete.txt" Tag="#Tools Win64 Complete"/>
|
|
</Node>
|
|
<!-- Compile the C# tools. Copies files to a temporary directory first, to strip out all confidential folders and avoid sharing violations with the running version of UAT. -->
|
|
<Node Name="Build Tools CS" Requires="Update Version Files" Produces="#Build Tools CS Binaries;#SourceForDocumentation">
|
|
<Delete Files="$(CsToolsDir)/..."/>
|
|
|
|
<!-- Copy Source and referenced libraries to a new location with Confidential folders removed-->
|
|
<Tag Files="$(AutomationToolPaths)" Filter="*.csproj" Except="$(ConfidentialExceptions)" With="#UAT Projects"/>
|
|
<CsCompile Project="#UAT Projects" Configuration="Development" Platform="AnyCPU" TagReferences="#UATReferences" EnumerateOnly="true"/>
|
|
<Tag Files="Engine/Binaries/DotNET/...;Engine/Binaries/ThirdParty/Newtonsoft/...;Engine/Binaries/ThirdParty/IOS/...;Engine/Binaries/ThirdParty/VisualStudio/...;Engine/Source/Programs/...;Engine/Platforms/*/Source/Programs/...;Engine/Source/Editor/SwarmInterface/...;Engine/Intermediate/ScriptModules/...;#UATReferences" Except="$(ConfidentialExceptions)" With="#RedistUATSource"/>
|
|
<Expand Name="Platform_TagCsToolsRedistUATSource"/>
|
|
<Copy Files="#RedistUATSource" From="$(RootDir)" To="$(CsToolsDir)"/>
|
|
|
|
<Property Name="RedistAutomationToolPaths" Value=""/>
|
|
<ForEach Name="AutomationToolPath" Values="$(AutomationToolPaths)">
|
|
<Property Name="RedistAutomationToolPaths" Value="$(RedistAutomationToolPaths)$(CsToolsDir)/$(AutomationToolPath);"/>
|
|
</ForEach>
|
|
<Tag Files="$(RedistAutomationToolPaths)" Filter="*.csproj" With="#RedistUATProjects"/>
|
|
|
|
<!-- Compile all the tools -->
|
|
<CsCompile Project="#RedistUATProjects" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<!-- TODO: needs to be updated to dotnet8 or deleted
|
|
<Do If="'$(HostPlatform)' == 'Win64'">
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/UnrealSwarm/SwarmCoordinator/SwarmCoordinator.csproj" Configuration="Development" Platform="AnyCPU" UseSystemCompiler="true" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/UnrealSwarm/Agent/Agent.csproj" Configuration="Development" Platform="AnyCPU" UseSystemCompiler="true" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Editor/SwarmInterface/DotNET/SwarmInterface.csproj" Configuration="Development" Platform="AnyCPU" UseSystemCompiler="true" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/UnrealControls/UnrealControls.csproj" Configuration="Development" Platform="AnyCPU" UseSystemCompiler="true" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" UseSystemCompiler="true" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
|
|
<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/NetworkProfiler/NetworkProfiler/NetworkProfiler.csproj" Configuration="Development" Platform="AnyCPU" UseSystemCompiler="true" Tag="#Build Tools CS Binaries" TagReferences="#Build Tools CS Binaries;#Sign Binaries"/>
|
|
<Expand Name="Platform_Build_Tools_CS_Binaries"/>
|
|
</Do>
|
|
-->
|
|
|
|
<!-- Save and tag BuildConfiguration.Schema.xsd as this can/will be overriden by other processes piggy backing on cstools to get it to the right spot -->
|
|
<Copy Files="$(RootDir)/Engine/Saved/UnrealBuildTool/BuildConfiguration.Schema.xsd" From="$(RootDir)" To="$(CsToolsDir)"/>
|
|
<Tag Files="$(CsToolsDir)/Engine/Saved/UnrealBuildTool/BuildConfiguration.Schema.xsd" With="#Build Tools CS Binaries"/>
|
|
|
|
<!-- Tag AutomationTool and UnrealBuildTool folders recursively as NET Core dependencies are not currently handled by CsCompile -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/AutomationTool/..." With="#Build Tools CS Binaries" />
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/UnrealBuildTool/..." With="#Build Tools CS Binaries" />
|
|
|
|
<!-- Tag AutomationTool Script module build records, so that prebuilt modules may be discovered in the absence of source code -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Intermediate/ScriptModules/..." With="#Build Tools CS Binaries" />
|
|
|
|
<!-- Tag the native P4 libraries as they are not a C# project so not a reference project -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/EpicGames.Perforce.Native/..." With="#Build Tools CS Binaries" />
|
|
|
|
<!-- Tag OidcToken which is already built for all platforms and just needs to be copied -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/OidcToken/..." With="#Build Tools CS Binaries" />
|
|
|
|
<!-- Create tag set for saved source needed for documentation -->
|
|
<Tag Files="$(CsToolsDir)/Engine/..." With="#SourceForDocumentation" />
|
|
|
|
<!-- Sign the binaries -->
|
|
<Sign Files="#Sign Binaries" Parallel="$(SignWindowsExecutablesInParallel)" If="'$(SignExecutables)' == true"/>
|
|
</Node>
|
|
<Node Name="Build Tools Linux" Requires="Update Version Files" >
|
|
<Compile Target="CrashReportClient" Platform="Linux" Configuration="Shipping" Tag="#Build Tools Linux" Arguments="$(CRCTelemetryDefines) $(CRCDefines) $(ExtraCompileArgs)"/>
|
|
<Compile Target="CrashReportClientEditor" Platform="Linux" Configuration="Shipping" Tag="#Build Tools Linux" Arguments="$(CRCETelemetryDefines) $(CRCEDefines) $(ExtraCompileArgs)"/>
|
|
<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="EpicWebHelper" Configuration="Shipping" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealInsights" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealLightmass" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="InterchangeWorker" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealPak" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealMultiUserServer" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealMultiUserSlateServer" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="BuildPatchTool" Configuration="Shipping" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealRecoverySvc" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="SwitchboardListener" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="SwitchboardListenerHelper" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealObjectPtrTool" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="ZenDashboard" Configuration="Development" Platform="Linux" Tag="#Build Tools Linux" Arguments="$(ExtraCompileArgs)"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="Tools Group Mac" Type="Mac_Licensee">
|
|
|
|
<!-- Compile the C# tools. Copies files to a temporary directory first, to strip out all confidential folders and avoid sharing violations with the running version of UAT. -->
|
|
<Node Name="Build Tools CS Mac" Requires="Update Version Files" Produces="#Build Tools CS Binaries Mac">
|
|
|
|
<Delete Files="$(CsToolsDir)/..."/>
|
|
|
|
<!-- Copy Source and referenced libraries to a new location with Confidential folders removed-->
|
|
<Tag Files="$(AutomationToolPaths)" Filter="*.csproj" Except="$(ConfidentialExceptions)" With="#UAT Projects Mac"/>
|
|
<CsCompile Project="#UAT Projects Mac" Configuration="Development" Platform="AnyCPU" TagReferences="#UATReferencesMac" EnumerateOnly="true"/>
|
|
<Tag Files="Engine/Binaries/DotNET/...;Engine/Binaries/ThirdParty/Newtonsoft/...;Engine/Binaries/ThirdParty/IOS/...;Engine/Binaries/ThirdParty/VisualStudio/...;Engine/Source/Programs/...;Engine/Platforms/*/Source/Programs/...;Engine/Source/Editor/SwarmInterface/...;Engine/Intermediate/ScriptModules/...;#UATReferencesMac" Except="$(ConfidentialExceptions)" With="#RedistUATSourceMac"/>
|
|
<Expand Name="Platform_TagCsToolsRedistUATSource"/>
|
|
<Copy Files="#RedistUATSourceMac" From="$(RootDir)" To="$(CsToolsDir)"/>
|
|
|
|
<Property Name="RedistAutomationToolPaths" Value=""/>
|
|
<ForEach Name="AutomationToolPath" Values="$(AutomationToolPaths)">
|
|
<Property Name="RedistAutomationToolPaths" Value="$(RedistAutomationToolPaths)$(CsToolsDir)/$(AutomationToolPath);"/>
|
|
</ForEach>
|
|
<Tag Files="$(RedistAutomationToolPaths)" Filter="*.csproj" With="#RedistUATProjectsMac"/>
|
|
|
|
<CsCompile Project="#RedistUATProjectsMac" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries Mac;#Sign Binaries Mac" TagReferences="#Build Tools CS Binaries Mac"/>
|
|
|
|
<!-- Tag AutomationTool and UnrealBuildTool folders recursively as NET Core dependencies are not currently handled by CsCompile -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/AutomationTool/..." With="#Build Tools CS Binaries Mac" />
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/UnrealBuildTool/..." With="#Build Tools CS Binaries Mac" />
|
|
|
|
<!-- Tag AutomationTool Script module build records, so that prebuilt modules may be discovered in the absence of source code -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Intermediate/ScriptModules/..." With="#Build Tools CS Binaries Mac" />
|
|
|
|
<!-- Tag the native P4 libraries as they are not a C# project so not a reference project -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/EpicGames.Perforce.Native/..." With="#Build Tools CS Binaries Mac" />
|
|
|
|
<!-- Tag OidcToken which is already built for all platforms and just needs to be copied -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/OidcToken/..." With="#Build Tools CS Binaries Mac" />
|
|
|
|
<!-- IPP doesn't currently compile with the bundled Mono. -->
|
|
<!-- CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/UnrealControls/UnrealControls.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries Mac;#Sign Binaries Mac" TagReferences="#Build Tools CS Binaries Mac"/-->
|
|
<!-- CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries Mac;#Sign Binaries Mac" TagReferences="#Build Tools CS Binaries Mac"/-->
|
|
|
|
<!-- Instead we will ship the binary out of Perforce for now. -->
|
|
<Tag Files="Engine/Binaries/DotNET/IOS/IPhonePackager.exe" With="#CopyIPPBinaries"/>
|
|
<Tag Files="Engine/Binaries/DotNET/IOS/IPhonePackager.exe.config" With="#CopyIPPBinaries"/>
|
|
<Copy Files="#CopyIPPBinaries" From="$(RootDir)" To="$(CsToolsDir)"/>
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/IOS/IPhonePackager.exe" With="#Build Tools CS Binaries Mac;#Sign Binaries Mac"/>
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/IOS/IPhonePackager.exe.config" With="#Build Tools CS Binaries Mac;#Sign Binaries Mac"/>
|
|
|
|
<!-- Sign the binaries -->
|
|
<Sign Files="#Sign Binaries Mac" If="'$(SignExecutables)' == true"/>
|
|
</Node>
|
|
|
|
<Node Name="Build Tools Mac" Requires="Update Version Files">
|
|
<Compile Target="CrashReportClient" Configuration="Shipping" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(CRCTelemetryDefines) $(CRCDefines) $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="CrashReportClientEditor" Configuration="Shipping" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(CRCETelemetryDefines) $(CRCEDefines) $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="EpicWebHelper" Configuration="Shipping" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealInsights" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealFrontend" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealLightmass" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="InterchangeWorker" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealPak" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealMultiUserServer" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealMultiUserSlateServer" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealRecoverySvc" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="BuildPatchTool" Configuration="Shipping" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="DsymExporter" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealEditorServices" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealAtoS" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="UnrealObjectPtrTool" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
<Compile Target="ZenDashboard" Configuration="Development" Platform="Mac" Tag="#Build Tools Mac" Arguments="-EnableDSYM $(ExtraCompileArgsMac)"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="Tools Group LinuxNative" Type="Linux_Licensee">
|
|
<Node Name="Build Tools LinuxNative" Requires="Update Version Files">
|
|
<Compile Target="CrashReportClient" Platform="Linux" Configuration="Shipping" Tag="#Build Tools LinuxNative" Arguments="$(CRCTelemetryDefines) $(CRCDefines) $(ExtraCompileArgs)"/>
|
|
<Compile Target="CrashReportClientEditor" Platform="Linux" Configuration="Shipping" Tag="#Build Tools LinuxNative" Arguments="$(CRCETelemetryDefines) $(CRCEDefines) $(ExtraCompileArgs)"/>
|
|
<Compile Target="ShaderCompileWorker" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="EpicWebHelper" Configuration="Shipping" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealInsights" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealLightmass" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="InterchangeWorker" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealPak" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealMultiUserServer" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealMultiUserSlateServer" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="BuildPatchTool" Configuration="Shipping" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealRecoverySvc" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="SwitchboardListener" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="SwitchboardListenerHelper" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="UnrealObjectPtrTool" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
<Compile Target="ZenDashboard" Configuration="Development" Platform="Linux" Tag="#Build Tools LinuxNative" Arguments="$(ExtraCompileArgs)"/>
|
|
</Node>
|
|
|
|
<!-- Compile the C# tools. Copies files to a temporary directory first, to strip out all confidential folders and avoid sharing violations with the running version of UAT. -->
|
|
<Node Name="Build Tools CS LinuxNative" Requires="Update Version Files" Produces="#Build Tools CS Binaries LinuxNative">
|
|
<Delete Files="$(CsToolsDir)/..."/>
|
|
|
|
<!-- Copy Source and referenced libraries to a new location with Confidential folders removed-->
|
|
<Tag Files="$(AutomationToolPaths)" Filter="*.csproj" Except="$(ConfidentialExceptions)" With="#UAT Projects"/>
|
|
<CsCompile Project="#UAT Projects" Configuration="Development" Platform="AnyCPU" TagReferences="#UATReferences" EnumerateOnly="true"/>
|
|
<Tag Files="Engine/Binaries/DotNET/...;Engine/Binaries/ThirdParty/Newtonsoft/...;Engine/Binaries/ThirdParty/IOS/...;Engine/Binaries/ThirdParty/VisualStudio/...;Engine/Source/Programs/...;Engine/Platforms/*/Source/Programs/...;Engine/Source/Editor/SwarmInterface/...;Engine/Intermediate/ScriptModules/...;#UATReferences" Except="$(ConfidentialExceptions)" With="#RedistUATSource"/>
|
|
<Expand Name="Platform_TagCsToolsRedistUATSource"/>
|
|
<Copy Files="#RedistUATSource" From="$(RootDir)" To="$(CsToolsDir)"/>
|
|
|
|
<Property Name="RedistAutomationToolPaths" Value=""/>
|
|
<ForEach Name="AutomationToolPath" Values="$(AutomationToolPaths)">
|
|
<Property Name="RedistAutomationToolPaths" Value="$(RedistAutomationToolPaths)$(CsToolsDir)/$(AutomationToolPath);"/>
|
|
</ForEach>
|
|
<Tag Files="$(RedistAutomationToolPaths)" Filter="*.csproj" With="#RedistUATProjects"/>
|
|
<CsCompile Project="#RedistUATProjects" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS Binaries LinuxNative;#Sign Binaries LinuxNative" TagReferences="#Build Tools CS Binaries LinuxNative"/>
|
|
|
|
<!-- Tag AutomationTool and UnrealBuildTool folders recursively as NET Core dependencies are not currently handled by CsCompile -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/AutomationTool/..." With="#Build Tools CS Binaries LinuxNative" />
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/UnrealBuildTool/..." With="#Build Tools CS Binaries LinuxNative" />
|
|
|
|
<!-- Tag the native P4 libraries as they are not a C# project so not a reference project -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/EpicGames.Perforce.Native/..." With="#Build Tools CS Binaries LinuxNative" />
|
|
|
|
<!-- Tag OidcToken which is already built for all platforms and just needs to be copied -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/OidcToken/..." With="#Build Tools CS Binaries LinuxNative" />
|
|
|
|
<!-- Tag AutomationTool Script module build records, so that prebuilt modules may be discovered in the absence of source code -->
|
|
<Tag Files="$(CsToolsDir)/Engine/Intermediate/ScriptModules/..." With="#Build Tools CS Binaries LinuxNative" />
|
|
|
|
<!-- Sign the binaries -->
|
|
<Sign Files="#Sign Binaries LinuxNative" If="'$(SignExecutables)' == true"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="FeaturePacks Group" Type="Win64_Licensee">
|
|
<Node Name="Make Feature Packs" Requires="Update Version Files;#Build Tools $(HostPlatform)">
|
|
<!--Delete any pre-existing feature packs-->
|
|
<Delete Files="FeaturePacks/..."/>
|
|
<ForEach Name="TemplateName" Values="$(ProjectsToFeaturePack)">
|
|
<PakFile Output="FeaturePacks/$(TemplateName).upack" Files="" ResponseFile="Templates/$(TemplateName)/contents.txt"/>
|
|
</ForEach>
|
|
<ForEach Name="SampleName" Values="StarterContent">
|
|
<PakFile Output="FeaturePacks/$(SampleName).upack" Files="" ResponseFile="Samples/$(SampleName)/contents.txt"/>
|
|
</ForEach>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="FeaturePacks Group Mac" Type="Mac_Licensee">
|
|
<Node Name="Make Feature Packs Mac" Requires="Update Version Files;#Build Tools Mac">
|
|
<!--Delete any pre-existing feature packs-->
|
|
<Delete Files="FeaturePacks/..."/>
|
|
<ForEach Name="TemplateName" Values="$(ProjectsToFeaturePack)">
|
|
<PakFile Output="FeaturePacks/$(TemplateName).upack" Files="" ResponseFile="Templates/$(TemplateName)/contents.txt"/>
|
|
</ForEach>
|
|
<ForEach Name="SampleName" Values="StarterContent">
|
|
<PakFile Output="FeaturePacks/$(SampleName).upack" Files="" ResponseFile="Samples/$(SampleName)/contents.txt"/>
|
|
</ForEach>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Agent Name="FeaturePacks Group LinuxNative" Type="Linux_Licensee">
|
|
<Node Name="Make Feature Packs LinuxNative" Requires="Update Version Files;#Build Tools LinuxNative">
|
|
<!--Delete any pre-existing feature packs-->
|
|
<Delete Files="FeaturePacks/..."/>
|
|
<ForEach Name="TemplateName" Values="$(ProjectsToFeaturePack)">
|
|
<PakFile Output="FeaturePacks/$(TemplateName).upack" Files="" ResponseFile="Templates/$(TemplateName)/contents.txt"/>
|
|
</ForEach>
|
|
<ForEach Name="SampleName" Values="StarterContent">
|
|
<PakFile Output="FeaturePacks/$(SampleName).upack" Files="" ResponseFile="Samples/$(SampleName)/contents.txt"/>
|
|
</ForEach>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Property Name="DDCPlatformsWin64" Value="WindowsEditor"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+Windows" If="'$(WithWin64)' == true"/>
|
|
<Do If="'$(HostPlatformDDCOnly)' == false">
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+Android_ATC" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+IOS" If="'$(WithIOS)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+TVOS" If="'$(WithTVOS)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+Linux" If="'$(WithLinux)' == true"/>
|
|
<Property Name="DDCPlatformsWin64" Value="$(DDCPlatformsWin64)+LinuxArm64" If="'$(WithLinuxArm64)' == true"/>
|
|
<Expand Name="Platform_Append_DDCPlatformsWin64"/>
|
|
</Do>
|
|
|
|
<Macro Name="GenerateEngineDirList" Arguments="InList">
|
|
<Property Name="EngineDirList" Value=""/>
|
|
<ForEach Name="EngineDir" Values="$(InList)">
|
|
<Property Name="EngineDirList" Value="$(EngineDirList);" If="'$(EngineDirList)' != ''"/>
|
|
<Property Name="EngineDirList" Value="$(EngineDirList)Engine\$(EngineDir)"/>
|
|
<ForEach Name="ExtensionDir" Values="$(ExtensionPlatformDirs)">
|
|
<Property Name="EngineDirList" Value="$(EngineDirList);Engine\Platforms\$(ExtensionDir)\$(EngineDir)"/>
|
|
</ForEach>
|
|
</ForEach>
|
|
</Macro>
|
|
|
|
<Macro Name="TagDDCEngineFiles" Arguments="ExceptPlugins">
|
|
<Property Name="EngineDirList" Value=""/>
|
|
<Expand Name="GenerateEngineDirList" InList="$(InstalledDDCEngineContent)"/>
|
|
<Property Name="DDCCopyEngineContent" Value="$(EngineDirList)"/>
|
|
<Expand Name="GenerateEngineDirList" InList="$(InstalledDDCEngineContentExcept)"/>
|
|
<Property Name="DDCCopyEngineContentExcept" Value="$(EngineDirList)"/>
|
|
<Expand Name="GenerateEngineDirList" InList="$(InstalledDDCEngineConfig)"/>
|
|
<Property Name="DDCCopyEngineConfig" Value="$(EngineDirList)"/>
|
|
<Expand Name="GenerateEngineDirList" InList="$(InstalledDDCEngineConfigExcept)"/>
|
|
<Property Name="DDCCopyEngineConfigExcept" Value="$(EngineDirList)"/>
|
|
<Expand Name="GenerateEngineDirList" InList="$(InstalledDDCEnginePlugins);$(ExceptPlugins)"/>
|
|
<Property Name="DDCCopyEnginePlugins" Value="$(EngineDirList)"/>
|
|
<Expand Name="GenerateEngineDirList" InList="$(InstalledDDCEnginePluginsExcept)"/>
|
|
<Property Name="DDCCopyEnginePluginsExcept" Value="$(EngineDirList)"/>
|
|
<Expand Name="GenerateEngineDirList" InList="$(InstalledDDCEngineShaders)"/>
|
|
<Property Name="DDCCopyEngineShaders" Value="$(EngineDirList)"/>
|
|
<Expand Name="GenerateEngineDirList" InList="$(InstalledDDCEngineShadersExcept)"/>
|
|
<Property Name="DDCCopyEngineShadersExcept" Value="$(EngineDirList)"/>
|
|
|
|
<Expand Name="Platform_TagDDCFiles"/>
|
|
|
|
<Tag Files="$(DDCCopyEngineContent)" Except="$(DDCCopyEngineContentExcept)" With="#ToCopy"/>
|
|
<Tag Files="$(DDCCopyEngineConfig)" Except="$(DDCCopyEngineConfigExcept)" With="#ToCopy"/>
|
|
<Tag Files="$(DDCCopyEnginePlugins)" Except="$(DDCCopyEnginePluginsExcept)" With="#ToCopy"/>
|
|
<Tag Files="$(DDCCopyEngineShaders)" Except="$(DDCCopyEngineShadersExcept)" With="#ToCopy"/>
|
|
</Macro>
|
|
|
|
<Agent Name="DDC Group Win64" Type="Win64_Licensee">
|
|
<Node Name="Build DDC Win64" Requires="#UnrealEditor Win64;#Build Tools Win64;#Build Tools CS Binaries" Produces="#CompressedDDCWin64">
|
|
<!-- Get our temp dir -->
|
|
<Property Name="DDCDir" Value="$(RootDir)\LocalBuilds\InstalledDDC"/>
|
|
<Property Name="SavedDir" Value="$(SavedOutput)\Installed\Win64"/>
|
|
<!-- Delete all the old files -->
|
|
<Delete Files="$(DDCDir)\..."/>
|
|
<!-- Build up a list of files needed to build DDC -->
|
|
<CsCompile Project="Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" Configuration="Development" Platform="AnyCPU" Tag="#ToCopy" TagReferences="#ToCopy" EnumerateOnly="true"/>
|
|
<Tag Files="#UnrealEditor Win64;#Build Tools Win64" With="#ToCopy"/>
|
|
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
|
|
<Tag Files="Engine\Build\Build.version" With="#ToCopy"/>
|
|
<Tag Files="Engine\Build\BatchFiles\..." With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\DotNET\Ionic.Zip.Reduced.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\DotNET\OneSky.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\Win64\crashpad_handler.exe" With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\Win64\zen.*" With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\Win64\zenserver.*" With="#ToCopy"/>
|
|
<Tag Files="Engine\Binaries\Win64\UnrealBuildAccelerator\..." With="#ToCopy"/>
|
|
<Tag Files="Templates\TemplateResources\..." With="#ToCopy"/>
|
|
<Expand Name="TagDDCEngineFiles" ExceptPlugins="Plugins/.../Binaries/Mac/..."/>
|
|
<!-- Filter out the files not needed to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it. -->
|
|
<Tag Files="#ToCopy" Except="$(ConfidentialExceptions);$(RootDir)/.../Source/...;$(RootDir)/.../Intermediate/..." With="#FilteredCopyList"/>
|
|
|
|
<!-- Copy everything to a temporary directory -->
|
|
<Copy From="$(RootDir)" To="$(DDCDir)" Files="#FilteredCopyList"/>
|
|
<Copy From="$(CsToolsDir)" To="$(DDCDir)" Files="#Build Tools CS Binaries"/>
|
|
|
|
<!-- Force enable D3D SM6 format; this is not enabled by default in engine settings but is used by various template content -->
|
|
<!-- As such we must ensure we compile engine shaders for SM6 as well -->
|
|
<!-- Forcing individual shaders to be queried/stored (FShaderJobCacheShaders) instead of shader maps -->
|
|
<Property Name="EngineExtraArgs" Value=""-ini:Engine:[/Script/WindowsTargetPlatform.WindowsTargetSettings]:D3D12TargetedShaderFormats=PCD3D_SM6 -DDC-All-MissTypes=MaterialShaderMap+GlobalShaderMap $(ExtraDDCArgs)""/>
|
|
<Property Name="FeaturePackExtraArgs" Value=""-DDC-All-MissTypes=MaterialShaderMap+GlobalShaderMap $(ExtraDDCArgs)""/>
|
|
|
|
<Command Name="BuildDerivedDataCache" Arguments="-TempDir="$(DDCDir)" -FeaturePacks="$(ProjectsToBuildDDCWin64)" -TargetPlatforms=$(DDCPlatformsWin64) -HostPlatform=Win64 -SavedDir="$(SavedDir)" -EngineContentExtraArgs=$(EngineExtraArgs) -FeaturePackExtraArgs=$(FeaturePackExtraArgs)"/>
|
|
|
|
<!-- Store off the generated pack csv file for later debugging -->
|
|
<!-- D:\build\++UE5\Sync\LocalBuilds\InstalledDDC\Engine\DerivedDataCache\ -->
|
|
<Copy From="$(DDCDir)/Engine/DerivedDataCache" To="$(RootDir)/Engine/Programs/AutomationTool/Saved/Logs/DerivedDataCache" Files="Compressed-*.csv" />
|
|
|
|
<Tag Files="$(SavedDir)/Engine/DerivedDataCache/Compressed.ddp" With="#CompressedDDCWin64"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Property Name="DDCPlatformsMac" Value="MacEditor"/>
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+Mac" If="'$(WithMac)' == true"/>
|
|
<Do If="'$(HostPlatformDDCOnly)' == false">
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+Android_ATC" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+IOS" If="'$(WithIOS)' == true"/>
|
|
<Property Name="DDCPlatformsMac" Value="$(DDCPlatformsMac)+TVOS" If="'$(WithTVOS)' == true"/>
|
|
<Expand Name="Platform_Append_DDCPlatformsMac"/>
|
|
</Do>
|
|
|
|
<Property Name="MacDDCAgentType" Value="Mac" />
|
|
<Agent Name="DDC Group Mac" Type="$(MacDDCAgentType)">
|
|
<Node Name="Build DDC Mac" Requires="#UnrealEditor Mac;#Build Tools Mac;#Build Tools CS Binaries Mac" Produces="#CompressedDDCMac">
|
|
<!-- Get our temp dir -->
|
|
<Property Name="DDCDir" Value="$(RootDir)/LocalBuilds/InstalledDDC"/>
|
|
<Property Name="SavedDir" Value="$(SavedOutput)/Installed/Mac"/>
|
|
<!-- Delete all the old files -->
|
|
<Delete Files="$(DDCDir)/..."/>
|
|
<!-- Build up a list of files needed to build DDC -->
|
|
<CsCompile Project="Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" Configuration="Development" Platform="AnyCPU" Tag="#ToCopy" TagReferences="#ToCopy" EnumerateOnly="true"/>
|
|
<Tag Files="#UnrealEditor Mac;#Build Tools Mac" With="#ToCopy"/>
|
|
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
|
|
<Tag Files="Engine/Build/Build.version" With="#ToCopy"/>
|
|
<Tag Files="Engine/Build/BatchFiles/Mac/..." With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/Ionic.Zip.Reduced.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/OneSky.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/Mac/crashpad_handler" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/Mac/zen" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/Mac/zenserver" With="#ToCopy"/>
|
|
<Tag Files="Templates/TemplateResources/..." With="#ToCopy"/>
|
|
<Expand Name="TagDDCEngineFiles" ExceptPlugins="Plugins/.../Binaries/Win64/..."/>
|
|
<!-- Filter out the files not needed to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it. -->
|
|
<Tag Files="#ToCopy" Except="$(ConfidentialExceptions);$(RootDir)/.../Source/...;$(RootDir)/.../Intermediate/..." With="#FilteredCopyList"/>
|
|
|
|
<!-- Copy everything to a temporary directory -->
|
|
<Copy From="$(RootDir)" To="$(DDCDir)" Files="#FilteredCopyList"/>
|
|
<Copy From="$(CsToolsDir)" To="$(DDCDir)" Files="#Build Tools CS Binaries Mac"/>
|
|
|
|
<!-- Force disable trace starting for Mac -->
|
|
<!-- Forcing individual shaders to be queried/stored (FShaderJobCacheShaders) instead of shader maps -->
|
|
<Property Name="EngineExtraArgs" Value="-DDC-All-MissTypes=MaterialShaderMap+GlobalShaderMap -traceautostart=0"/>
|
|
<Property Name="FeaturePackExtraArgs" Value="-DDC-All-MissTypes=MaterialShaderMap+GlobalShaderMap -traceautostart=0"/>
|
|
|
|
<Command Name="BuildDerivedDataCache" Arguments="-TempDir="$(DDCDir)" -FeaturePacks="$(ProjectsToBuildDDC)" -TargetPlatforms=$(DDCPlatformsMac) -HostPlatform=Mac -SavedDir="$(SavedDir)" -EngineContentExtraArgs=$(EngineExtraArgs) -FeaturePackExtraArgs=$(FeaturePackExtraArgs)"/>
|
|
|
|
<Tag Files="$(SavedDir)/Engine/DerivedDataCache/Compressed.ddp" With="#CompressedDDCMac"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<Property Name="DDCPlatformsLinux" Value="LinuxEditor"/>
|
|
<Property Name="DDCPlatformsLinux" Value="$(DDCPlatformsLinux)+Linux" If="'$(WithLinux)' == true"/>
|
|
<Do If="'$(HostPlatformDDCOnly)' == false">
|
|
<Property Name="DDCPlatformsLinux" Value="$(DDCPlatformsLinux)+LinuxArm64" If="'$(WithLinuxArm64)' == true"/>
|
|
<Property Name="DDCPlatformsLinux" Value="$(DDCPlatformsLinux)+Android_ATC" If="'$(WithAndroid)' == true"/>
|
|
</Do>
|
|
|
|
<Agent Name="DDC Group Linux" Type="Linux">
|
|
<Property Name="DDCLinuxRequires" Value="#UnrealEditor Linux;#Build Tools LinuxNative;#Build Tools CS Binaries LinuxNative"/>
|
|
<Node Name="Build DDC Linux" Requires="$(DDCLinuxRequires)" Produces="#CompressedDDCLinux">
|
|
<!-- Get our temp dir -->
|
|
<Property Name="DDCDir" Value="$(RootDir)/LocalBuilds/InstalledDDC"/>
|
|
<Property Name="SavedDir" Value="$(SavedOutput)/Installed/Linux"/>
|
|
<!-- Delete all the old files -->
|
|
<Delete Files="$(DDCDir)/..."/>
|
|
<!-- Build up a list of files needed to build DDC -->
|
|
<CsCompile Project="Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" Configuration="Development" Platform="AnyCPU" Tag="#ToCopy" TagReferences="#ToCopy" EnumerateOnly="true"/>
|
|
<Tag Files="#UnrealEditor Linux;#Build Tools LinuxNative" With="#ToCopy"/>
|
|
<Tag Files="#ToCopy" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#ToCopy"/>
|
|
<Tag Files="Engine/Content/..." Except="*.psd;*.pdn;*.fbx;*.po" With="#ToCopy"/>
|
|
<Tag Files="Engine/Build/Build.version" With="#ToCopy"/>
|
|
<Tag Files="Engine/Build/BatchFiles/Linux/..." With="#ToCopy"/>
|
|
<Tag Files="Engine/Config/..." Except="*.vdf" With="#ToCopy"/>
|
|
<Tag Files="Engine/Plugins/....uplugin;Engine/Plugins/.../Config/...;Engine/Plugins/.../Content/...;Engine/Plugins/.../Resources/...;Engine/Plugins/.../Shaders/...;Engine/Plugins/.../Templates/..." Except="Engine/Plugins/Runtime/TwitchLiveStreaming/...;Engine/Plugins/.../Binaries/Mac/..." With="#ToCopy"/>
|
|
<Tag Files="Engine/Shaders/..." With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/Ionic.Zip.Reduced.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/DotNET/OneSky.dll" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/Linux/zen" With="#ToCopy"/>
|
|
<Tag Files="Engine/Binaries/Linux/zenserver" With="#ToCopy"/>
|
|
<Tag Files="Templates/TemplateResources/..." With="#ToCopy"/>
|
|
<Expand Name="TagDDCEngineFiles" ExceptPlugins="Plugins/.../Binaries/Mac/..."/>
|
|
<!-- Filter out the files not needed to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it. -->
|
|
<Tag Files="#ToCopy" Except="$(ConfidentialExceptions);$(RootDir)/.../Source/...;$(RootDir)/.../Intermediate/..." With="#FilteredCopyList"/>
|
|
|
|
<!-- Copy everything to a temporary directory -->
|
|
<Copy From="$(RootDir)" To="$(DDCDir)" Files="#FilteredCopyList"/>
|
|
<Copy From="$(CsToolsDir)" To="$(DDCDir)" Files="#Build Tools CS Binaries LinuxNative"/>
|
|
|
|
<!-- Forcing individual shaders to be queried/stored (FShaderJobCacheShaders) instead of shader maps -->
|
|
<Property Name="EngineExtraArgs" Value="-DDC-All-MissTypes=MaterialShaderMap+GlobalShaderMap"/>
|
|
<Property Name="FeaturePackExtraArgs" Value="-DDC-All-MissTypes=MaterialShaderMap+GlobalShaderMap"/>
|
|
|
|
<Command Name="BuildDerivedDataCache" Arguments="-TempDir="$(DDCDir)" -FeaturePacks=$(ProjectsToBuildDDC) -TargetPlatforms=$(DDCPlatformsLinux) -SavedDir="$(SavedDir)" -EngineContentExtraArgs=$(EngineExtraArgs) -FeaturePackExtraArgs=$(FeaturePackExtraArgs)"/>
|
|
|
|
<Tag Files="$(SavedDir)/Engine/DerivedDataCache/Compressed.ddp" With="#CompressedDDCLinux"/>
|
|
</Node>
|
|
</Agent>
|
|
|
|
<!-- These are plugins that need to be compiled with a full workspace rather than $(Platform)_Licensee. -->
|
|
<Macro Name="BuildDataSmithPlugins" Arguments="Platform;Plugins" OptionalArguments="CompileArgs">
|
|
<Agent Name="Extra Plugins Agent $(Platform)" Type="$(Platform)">
|
|
<Node Name="Compile Datasmith Plugins $(Platform)" Requires="Update Version Files" Produces="#DatasmithPluginBinaries $(Platform)">
|
|
<Property Name="DatasmithPlugins" Value="$(Plugins)"/>
|
|
<Property Name="TaggedPlugins" Value=""/>
|
|
<ForEach Name="Plugin" Values="$(DatasmithPlugins)">
|
|
<Compile Target="UnrealEditor" Configuration="Development" Platform="$(Platform)" Arguments="-Plugin="$(RootDir)/Engine/Plugins/Enterprise/$(Plugin)/$(Plugin).uplugin" $(CompileArgs)"/>
|
|
<Property Name="TaggedPlugins" Value="$(TaggedPlugins);$(RootDir)/Engine/Plugins/Enterprise/$(Plugin)/Binaries/$(Platform)/..."/>
|
|
</ForEach>
|
|
<Tag Files="$(TaggedPlugins)" With="#DatasmithPluginBinaries $(Platform)"/>
|
|
</Node>
|
|
</Agent>
|
|
</Macro>
|
|
|
|
<Expand Name="BuildDataSmithPlugins" Platform="Win64" Plugins="DatasmithCADImporter;DatasmithC4DImporter;AxFImporter;MDLImporter" If="$(WithWin64) And $(CompileDatasmithPlugins)" CompileArgs="$(ExtraCompileArgs)"/>
|
|
<Expand Name="BuildDataSmithPlugins" Platform="Mac" Plugins="DatasmithC4DImporter;MDLImporter" If="$(WithMac) And $(CompileDatasmithPlugins)" CompileArgs="$(MacArchitectureArg) $(ExtraCompileArgsMac)"/>
|
|
<Expand Name="BuildDataSmithPlugins" Platform="Linux" Plugins="DatasmithCADImporter;MDLImporter" If="$(WithLinux) And $(CompileDatasmithPlugins)" CompileArgs="$(ExtraCompileArgs)"/>
|
|
|
|
<Agent Name="Installed Build Group Win64" Type="Win64_Licensee">
|
|
<!-- Build up a list of requirements as some can be optional -->
|
|
<Property Name="UnrealEditor" Value="#UnrealEditor Win64" />
|
|
<Property Name="UnrealEditor" Value="#UnrealEditor Win64 WithExceptions" If="$(CompileDatasmithPlugins)" />
|
|
<Property Name="InstalledRequirements" Value="Update Version Files;$(UnrealEditor);#UnrealEditor Win64 Unstripped;#UnrealEditor Win64 Stripped;#UnrealEditor Win64 Unsigned;#UnrealEditor Win64 Signed;#Build Tools Win64;#Build Tools CS Binaries;#Rules Assemblies"/>
|
|
<!-- Optional Target Platform requirements -->
|
|
<Expand Name="Platform_AddInstalledRequirements"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame Win64;#UnrealGame Win64 Unstripped;#UnrealGame Win64 Stripped;#UnrealGame Win64 Unsigned;#UnrealGame Win64 Signed" If="'$(WithWin64)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame Android;#UnrealGame Android Unstripped;#UnrealGame Android Stripped" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame IOS;#UnrealGame IOS Unstripped;#UnrealGame IOS Stripped;#Update Version Files" If="'$(WithIOS)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame TVOS;#UnrealGame TVOS Unstripped;#UnrealGame TVOS Stripped" If="'$(WithTVOS)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame Linux;#UnrealGame Linux Unstripped;#UnrealGame Linux Stripped;#Build Tools Linux" If="'$(WithLinux)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame LinuxArm64;#UnrealGame LinuxArm64 Unstripped;#UnrealGame LinuxArm64 Stripped" If="'$(WithLinuxArm64)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#CompressedDDCWin64" If="$(WithDDC) And $(WithWin64)"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#Compile Datasmith Plugins Win64;#DatasmithPluginBinaries Win64" If="$(WithWin64) And $(CompileDatasmithPlugins)"/>
|
|
<!-- Feature packs -->
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);Make Feature Packs"/>
|
|
|
|
<!-- Filters the build products required for an installed build into groups depending on whether they need to be stripped, signed or just copied -->
|
|
<Node Name="Make Installed Build Win64" Requires="$(InstalledRequirements)" Produces="#Installed Build Win64 Files">
|
|
|
|
<!-- Clear any existing files from the final location -->
|
|
<Delete Files="$(LocalInstalledDir)\..."/>
|
|
|
|
<!-- List of platform names -->
|
|
<Property Name="Platforms" Value=""/>
|
|
|
|
<!-- Define filter and exception properties for the installed build -->
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyEditorFilterWin64)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyEditorExceptionsWin64)"/>
|
|
<Property Name="ExtraSignFiles" Value="$(ExtraSignFilesWin64)"/>
|
|
|
|
<!-- Tag files that always need to be part of an installed build -->
|
|
<Tag Files="$(UnrealEditor)" Except="#UnrealEditor Win64 Unstripped;#UnrealEditor Win64 Unsigned" With="#Installed Win64"/>
|
|
<Tag Files="#UnrealEditor Win64 Stripped;#UnrealEditor Win64 Signed" With="#Saved Output"/>
|
|
<Tag Files="#Build Tools Win64;#Make Feature Packs;#Rules Assemblies" With="#Installed Win64"/>
|
|
<Tag Files="#DatasmithPluginBinaries Win64" With="#Installed Win64" If="$(WithWin64) And $(CompileDatasmithPlugins)"/>
|
|
|
|
<!-- Tag enabled target platforms -->
|
|
<Do If="'$(WithWin64)' == true">
|
|
<Tag Files="#UnrealGame Win64" Except="#UnrealGame Win64 Unstripped;#UnrealGame Win64 Unsigned" With="#Installed Win64"/>
|
|
<Tag Files="#UnrealGame Win64 Stripped;#UnrealGame Win64 Signed" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)Win64;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyWin64Filter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyWin64Exceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithAndroid)' == true">
|
|
<Tag Files="#UnrealGame Android" Except="#UnrealGame Android Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UnrealGame Android Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)Android;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyAndroidFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyAndroidExceptions)"/>
|
|
<Property Name="ExtraSignFiles" Value="$(ExtraSignFiles);$(ExtraSignFilesAndroid)"/>
|
|
</Do>
|
|
<Do If="'$(WithIOS)' == true">
|
|
<Tag Files="#UnrealGame IOS" Except="#UnrealGame IOS Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UnrealGame IOS Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)IOS;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyIOSFilterWin64)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyIOSExceptions)"/>
|
|
<Property Name="ExtraSignFiles" Value="$(ExtraSignFiles);$(ExtraSignFilesIOS)"/>
|
|
</Do>
|
|
<Do If="'$(WithTVOS)' == true">
|
|
<Tag Files="#UnrealGame TVOS" Except="#UnrealGame TVOS Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UnrealGame TVOS Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)TVOS;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyTVOSFilterWin64)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyTVOSExceptions)"/>
|
|
<Property Name="ExtraSignFiles" Value="$(ExtraSignFiles);$(ExtraSignFilesTVOS)"/>
|
|
</Do>
|
|
<Do If="'$(WithLinux)' == true">
|
|
<Tag Files="#UnrealGame Linux;#Build Tools Linux" Except="#UnrealGame Linux Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UnrealGame Linux Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)Linux;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLinuxFilterWin64)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLinuxExceptions)"/>
|
|
<Property Name="ExtraSignFiles" Value="$(ExtraSignFiles);$(ExtraSignFilesLinux)"/>
|
|
</Do>
|
|
<Do If="'$(WithLinuxArm64)' == true">
|
|
<Tag Files="#UnrealGame LinuxArm64" Except="#UnrealGame LinuxArm64 Unstripped" With="#Installed Win64"/>
|
|
<Tag Files="#UnrealGame LinuxArm64 Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)LinuxArm64;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLinuxFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLinuxExceptions)"/>
|
|
<Property Name="ExtraSignFiles" Value="$(ExtraSignFiles);$(ExtraSignFilesLinux)"/>
|
|
</Do>
|
|
<Expand Name="Platform_Tag_UnrealGame" HostPlatform="Win64"/>
|
|
<Expand Name="Platform_ExtraSignFiles" HostPlatform="Win64"/>
|
|
|
|
<!-- Tag any dependencies from all previous build products -->
|
|
<Tag Files="#Installed Win64" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#Installed Win64"/>
|
|
|
|
<!-- Tag any additional dependencies -->
|
|
<Tag Files="#Installed Win64" Filter=".../DependencyList.txt;.../DependencyList-AllModules.txt" With="#DependencyLists"/>
|
|
<Tag FileLists="#DependencyLists" With="#Installed Win64" />
|
|
|
|
<!-- Confidential Exceptions - done last to ensure they never get overwritten -->
|
|
<Property Name="SignCopyExceptions" Value="$(CopyInstalledExceptions);$(ConfidentialExceptions)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);#DependencyLists;$(ConfidentialExceptions)"/>
|
|
|
|
<!-- Tag additional files needed for installed build -->
|
|
<Tag Files="$(CopyInstalledFilter)" With="#Installed Win64"/>
|
|
|
|
<!-- Tag Win64 files that need to be stripped -->
|
|
<Tag Files="#Build Tools Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions);$(CopyInstalledExceptions)" With="#Strip Tools for Installed Win64"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<!-- Tag files that need to be signed -->
|
|
<Tag Files="#Build Tools Win64;#Rules Assemblies" Filter="$(WindowsSignFilter)" Except="$(SignCopyExceptions);$(SignExceptions)" With="#Sign Tools for Installed Win64"/>
|
|
<Tag Files="$(CopyInstalledFilter)" Filter="$(WindowsSignFilter)" Except="$(SignCopyExceptions)" With="#Sign Tools for Installed Win64"/>
|
|
<Tag FileLists="#DependencyLists" Filter="$(WindowsSignFilter)" Except="$(SignCopyExceptions)" With="#Sign Tools for Installed Win64"/>
|
|
<Tag Files="$(ExtraSignFiles)" Filter="$(WindowsSignFilter)" Except="$(SignCopyExceptions)" With="#Sign Tools for Installed Win64"/>
|
|
<Tag Files="#DatasmithPluginBinaries Win64" Filter="$(WindowsSignFilter)" Except="$(SignCopyExceptions)" With="#Sign Tools for Installed Win64" If="$(WithWin64) And $(CompileDatasmithPlugins)"/>
|
|
<Tag Files="#Build Tools CS Binaries;" Filter="$(WindowsSignFilter)" Except="$(CopyWin64CsToolsExceptions);" With="#Sign CS Tools for Installed Win64"/>
|
|
</Do>
|
|
|
|
<!-- Tag files that need to be copied directly -->
|
|
<Tag Files="#Installed Win64" Except="$(CopyInstalledExceptions);#Strip Tools for Installed Win64;#Sign Tools for Installed Win64" With="#Copy for Installed Win64"/>
|
|
<Tag Files="#Build Tools CS Binaries" Except="$(CopyWin64CsToolsExceptions)" With="#Installed Build Tools CS Binaries"/>
|
|
<Copy Files="#Copy for Installed Win64" From="$(RootDir)" To="$(LocalInstalledDir)" Tag="#Installed Build Win64 Files"/>
|
|
<Copy Files="#Installed Build Tools CS Binaries" From="$(CsToolsDir)" To="$(LocalInstalledDir)" Tag="#Installed Build Win64 Files"/>
|
|
|
|
<!-- Tag saved output that needs to be copied directly -->
|
|
<Tag BaseDir="$(SavedOutput)" Files="#Saved Output" Except="$(CopyInstalledExceptions)" With="#Copy Saved Output"/>
|
|
<Copy Files="#Copy Saved Output" From="$(SavedOutput)" To="$(LocalInstalledDir)" Tag="#Installed Build Win64 Files"/>
|
|
|
|
<!-- Strip required files into their final location -->
|
|
<Strip Files="#Strip Tools for Installed Win64" BaseDir="$(RootDir)" OutputDir="$(LocalInstalledDir)" Platform="Win64" Tag="#Installed Build Win64 Files"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<!-- Copy then Sign required files in their final location -->
|
|
<Copy Files="#Sign Tools for Installed Win64" From="$(RootDir)" To="$(LocalInstalledDir)" Tag="#Files to Sign"/>
|
|
<Copy Files="#Sign CS Tools for Installed Win64" From="$(CsToolsDir)" To="$(LocalInstalledDir)" Tag="#Files to Sign"/>
|
|
<Sign Files="#Files to Sign" Parallel="$(SignWindowsExecutablesInParallel)" Tag="#Installed Build Win64 Files"/>
|
|
</Do>
|
|
|
|
<!-- Copy the compressed DDC -->
|
|
<Property Name="SavedDir" Value="$(SavedOutput)\Installed\Win64"/>
|
|
<Copy Files="#CompressedDDCWin64" From="$(SavedDir)" To="$(LocalInstalledDir)" If="$(WithDDC) And $(WithWin64)" Tag="#Installed Build Win64 Files"/>
|
|
|
|
<!-- List all of the platforms that we only allow for content projects -->
|
|
<Property Name="ContentOnlyPlatforms" Value=""/>
|
|
|
|
<!-- Create command line arguments for any platforms that were built with additional architectures -->
|
|
<Property Name="ArchitectureCommands" Value="$(DefaultArchitectureCommandsWin64)"/>
|
|
<Property Name="ArchitectureCommands" Value="$(ArchitectureCommands) -AndroidArchitectures=$(AndroidArchitectures)" If="'$(WithAndroid)' == true"/>
|
|
|
|
<!-- Finalize the build and then tag the text file that this process creates -->
|
|
<Command Name="FinalizeInstalledBuild" Arguments="-OutputDir="$(LocalInstalledDir)" $(BuildIdentifierArg) -Platforms=$(Platforms) -ContentOnlyPlatforms=$(ContentOnlyPlatforms) $(ArchitectureCommands) -AnalyticsTypeOverride=$(AnalyticsTypeOverride)"/>
|
|
<Tag Files="$(LocalInstalledDir)/Engine/Build/InstalledBuild.txt" With="#Installed Build Win64 Files"/>
|
|
|
|
<!-- Sanitize all the receipts in the target directory -->
|
|
<Tag Files="#Installed Build Win64 Files" Filter="*.target" With="#Installed Build Win64 Receipts"/>
|
|
<SanitizeReceipt Files="#Installed Build Win64 Receipts" EngineDir="$(LocalInstalledDir)\Engine"/>
|
|
</Node>
|
|
<Node Name="Upload To Horde Win64" Requires="Make Installed Build Win64">
|
|
<CreateArtifact Name="installed-build-win64" Type="installed-build" Description="Installed Build (Windows)" BaseDir="$(LocalInstalledDir)" Files="..."/>
|
|
</Node>
|
|
<Node Name="Upload To Cloud Win64" Requires="Make Installed Build Win64">
|
|
<CreateCloudArtifact Name="cloud-installed-build-win64" Type="installed-build" Description="Installed Build (Windows)" BaseDir="$(LocalInstalledDir)" Files="..." ProjectNameOverride="UE" Platform="Windows" Namespace="$(CloudPublishNamespace)" Host="$(CloudPublishHost)" BaselineBranch="$(CloudPublishBaseline)" />
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="HostPlatforms_Win64" Label="Builds/Win64" Requires="Make Installed Build Win64" Exclude="Update Version Files"/>
|
|
|
|
<Agent Name="Installed Build Group Mac" Type="Mac_Licensee">
|
|
<!-- Build up a list of requirements as some can be optional -->
|
|
<Property Name="UnrealEditor" Value="#UnrealEditor Mac" />
|
|
<Property Name="UnrealEditor" Value="#UnrealEditor Mac WithExceptions" If="$(CompileDatasmithPlugins)" />
|
|
<Property Name="FilterRequirements" Value="#Update Version Files;$(UnrealEditor);#UnrealEditor Mac Unstripped;#UnrealEditor Mac Stripped;#UnrealEditor Mac Unsigned;#UnrealEditor Mac Signed;#Build Tools Mac;#Build Tools CS Binaries Mac;#Rules Assemblies"/>
|
|
|
|
<!-- Optional Target Platform requirements -->
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UnrealGame Mac;#UnrealGame Mac Unstripped;#UnrealGame Mac Stripped;#UnrealGame Mac Unsigned;#UnrealGame Mac Signed" If="'$(WithMac)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UnrealGame Android;#UnrealGame Android Unstripped;#UnrealGame Android Stripped" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UnrealGame IOS;#UnrealGame IOS Unstripped;#UnrealGame IOS Stripped" If="'$(WithIOS)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#UnrealGame TVOS;#UnrealGame TVOS Unstripped;#UnrealGame TVOS Stripped" If="'$(WithTVOS)' == true"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#CompressedDDCMac" If="$(WithDDC) And $(WithMac)"/>
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);#Compile Datasmith Plugins Mac;#DatasmithPluginBinaries Mac" If="$(WithMac) And $(CompileDatasmithPlugins)"/>
|
|
|
|
<Expand Name="Platform_AddFilterRequirements" />
|
|
|
|
<!-- Feature packs -->
|
|
<Property Name="FilterRequirements" Value="$(FilterRequirements);Make Feature Packs Mac"/>
|
|
|
|
<!-- Filters the build products required for an installed build into groups depending on whether they need to be stripped, signed or just copied-->
|
|
<Node Name="Make Installed Build Mac" Requires="$(FilterRequirements)" Produces="#Installed Build Mac Files">
|
|
<!-- Clear any existing files from the final location -->
|
|
<Delete Files="$(LocalInstalledDirMac)/..."/>
|
|
|
|
<!-- List of platform names -->
|
|
<Property Name="Platforms" Value=""/>
|
|
|
|
<!-- Define filter and exception properties for the installed build -->
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyEditorFilterMac)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyEditorExceptionsMac)"/>
|
|
|
|
<!-- Tag files that always need to be part of an installed build -->
|
|
<Tag Files="$(UnrealEditor)" Except="#UnrealEditor Mac Unstripped;#UnrealEditor Mac Unsigned" With="#Installed Mac"/>
|
|
<Tag Files="#UnrealEditor Mac Stripped;#UnrealEditor Mac Signed" With="#Saved Output"/>
|
|
<Tag Files="#Build Tools Mac;#Make Feature Packs Mac;#Rules Assemblies" With="#Installed Mac"/>
|
|
<Tag Files="#DatasmithPluginBinaries Mac" With="#Installed Mac" If="$(WithMac) And $(CompileDatasmithPlugins)"/>
|
|
|
|
<!-- Tag enabled target platforms -->
|
|
<Do If="'$(WithMac)' == true">
|
|
<Tag Files="#UnrealGame Mac" Except="#UnrealGame Mac Unstripped;#UnrealGame Mac Unsigned" With="#Installed Mac"/>
|
|
<Tag Files="#UnrealGame Mac Stripped;#UnrealGame Mac Signed" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)Mac;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyMacFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyMacExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithAndroid)' == true">
|
|
<Tag Files="#UnrealGame Android" Except="#UnrealGame Android Unstripped" With="#Installed Mac"/>
|
|
<Tag Files="#UnrealGame Android Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)Android;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyAndroidFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyAndroidExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithIOS)' == true">
|
|
<Tag Files="#UnrealGame IOS" Except="#UnrealGame IOS Unstripped" With="#Installed Mac"/>
|
|
<Tag Files="#UnrealGame IOS Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)IOS;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyIOSFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyIOSExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithTVOS)' == true">
|
|
<Tag Files="#UnrealGame TVOS" Except="#UnrealGame TVOS Unstripped" With="#Installed Mac"/>
|
|
<Tag Files="#UnrealGame TVOS Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)TVOS;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyTVOSFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyTVOSExceptions)"/>
|
|
</Do>
|
|
<Expand Name="Platform_Tag_UnrealGame" HostPlatform="Mac" />
|
|
<Expand Name="Platform_ExtraSignFiles" HostPlatform="Mac" />
|
|
|
|
<!-- Tag any dependencies from all previous build products -->
|
|
<Tag Files="#Installed Mac" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#Installed Mac"/>
|
|
|
|
<!-- Tag any additional dependencies -->
|
|
<Tag Files="#Installed Mac" Filter=".../DependencyList.txt;.../DependencyList-AllModules.txt" With="#DependencyLists"/>
|
|
<Tag FileLists="#DependencyLists" With="#Installed Mac" />
|
|
|
|
<!-- Confidential Exceptions - done last to ensure they never get overwritten -->
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(ConfidentialExceptions);#DependencyLists"/>
|
|
|
|
<!-- Tag additional files needed for editor and platforms -->
|
|
<Tag Files="$(CopyInstalledFilter)" With="#Installed Mac"/>
|
|
|
|
<!-- Tag Mac files that need to be stripped -->
|
|
<Tag Files="#Build Tools Mac" Filter="$(MacStripFilter)" Except="$(CopyInstalledExceptions)" With="#Strip Tools for Installed Mac"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<!-- Tag files that need to be signed -->
|
|
<Tag Files="#Build Tools Mac" Filter="$(MacSignFilter)" Except="$(CopyInstalledExceptions);$(SignExceptions)" With="#Sign Tools for Installed Mac"/>
|
|
</Do>
|
|
|
|
<!-- Tag files that need to be copied directly -->
|
|
<Tag Files="#Installed Mac" Except="$(CopyInstalledExceptions);#Strip Tools for Installed Mac;#Sign Tools for Installed Mac" With="#Copy for Installed Mac"/>
|
|
<Tag Files="#Build Tools CS Binaries Mac" Except="$(CopyMacCsToolsExceptions)" With="#Installed Build Tools CS Binaries Mac"/>
|
|
<Copy Files="#Copy for Installed Mac" From="$(RootDir)" To="$(LocalInstalledDirMac)" Tag="#Installed Build Mac Files"/>
|
|
<Copy Files="#Installed Build Tools CS Binaries Mac" From="$(CsToolsDir)" To="$(LocalInstalledDirMac)" Tag="#Installed Build Mac Files"/>
|
|
|
|
<!-- Tag saved output that needs to be copied directly -->
|
|
<Tag BaseDir="$(SavedOutput)" Files="#Saved Output" Except="$(CopyInstalledExceptions)" With="#Copy Saved Output"/>
|
|
<Copy Files="#Copy Saved Output" From="$(SavedOutput)" To="$(LocalInstalledDirMac)" Tag="#Installed Build Mac Files"/>
|
|
|
|
<!-- Strip required files into their final location -->
|
|
<Strip Files="#Strip Tools for Installed Mac" BaseDir="$(RootDir)" OutputDir="$(LocalInstalledDirMac)" Platform="Mac" Tag="#Installed Build Mac Files"/>
|
|
|
|
<Do If="'$(SignExecutables)' == true">
|
|
<!-- Copy then Sign required files in their final location -->
|
|
<Copy Files="#Sign Tools for Installed Mac" From="$(RootDir)" To="$(LocalInstalledDirMac)" Tag="#Files to Sign"/>
|
|
<Sign Files="#Files to Sign" Tag="#Installed Build Mac Files"/>
|
|
</Do>
|
|
|
|
<!-- Copy the compressed DDC -->
|
|
<Property Name="SavedDir" Value="$(SavedOutput)/Installed/Mac"/>
|
|
<Copy Files="#CompressedDDCMac" From="$(SavedDir)" To="$(LocalInstalledDirMac)" If="$(WithDDC) And $(WithMac)" Tag="#Installed Build Mac Files"/>
|
|
|
|
<!-- Create command line arguments for any platforms that were built with additional architectures -->
|
|
<Property Name="ArchitectureCommands" Value=""/>
|
|
<Property Name="ArchitectureCommands" Value="$(ArchitectureCommands) -AndroidArchitectures=$(AndroidArchitectures)" If="'$(WithAndroid)' == true"/>
|
|
<!-- Finalize the build and then tag the text file that this process creates -->
|
|
<Command Name="FinalizeInstalledBuild" Arguments="-OutputDir=$(LocalInstalledDirMac) -Platforms=$(Platforms) $(ArchitectureCommands) -AnalyticsTypeOverride=$(AnalyticsTypeOverride)"/>
|
|
<Tag Files="$(LocalInstalledDirMac)/Engine/Build/InstalledBuild.txt" With="#Installed Build Mac Files"/>
|
|
|
|
<!-- Sanitize all the receipts in the target directory -->
|
|
<Tag Files="#Installed Build Mac Files" Filter="*.target" With="#Installed Build Mac Receipts"/>
|
|
<SanitizeReceipt Files="#Installed Build Mac Receipts" EngineDir="$(LocalInstalledDirMac)/Engine"/>
|
|
</Node>
|
|
<Node Name="Upload To Horde Mac" Requires="Make Installed Build Mac">
|
|
<CreateArtifact Name="installed-build-mac" Type="installed-build" Description="Installed Build (Mac)" BaseDir="$(LocalInstalledDirMac)" Files="..."/>
|
|
</Node>
|
|
<Node Name="Upload To Cloud Mac" Requires="Make Installed Build Mac">
|
|
<CreateCloudArtifact Name="cloud-installed-build-mac" Type="installed-build" Description="Installed Build (Mac)" BaseDir="$(LocalInstalledDirMac)" Files="..." ProjectNameOverride="UE" Platform="Mac" Namespace="$(CloudPublishNamespace)" Host="$(CloudPublishHost)" BaselineBranch="$(CloudPublishBaseline)"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="HostPlatforms_Mac" Label="Builds/Mac" Requires="Make Installed Build Mac"/>
|
|
|
|
<Agent Name="Installed Build Group Linux" Type="Linux_Licensee">
|
|
<!-- Build up a list of requirements as some can be optional -->
|
|
<Property Name="UnrealEditor" Value="#UnrealEditor Linux" />
|
|
<Property Name="UnrealEditor" Value="#UnrealEditor Linux WithExceptions" If="$(CompileDatasmithPlugins)" />
|
|
<Property Name="InstalledRequirements" Value="#Update Version Files;$(UnrealEditor);#UnrealEditor Linux Unstripped;#UnrealEditor Linux Stripped;#Build Tools LinuxNative;#Build Tools CS Binaries LinuxNative;#Rules Assemblies"/>
|
|
|
|
<!-- Optional Target Platform requirements -->
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame LinuxNative;#UnrealGame LinuxNative Unstripped;#UnrealGame LinuxNative Stripped" If="'$(WithLinux)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame LinuxArm64 LinuxNative;#UnrealGame LinuxArm64 LinuxNative Unstripped;#UnrealGame LinuxArm64 LinuxNative Stripped" If="'$(WithLinuxArm64)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#UnrealGame Android;#UnrealGame Android Unstripped;#UnrealGame Android Stripped" If="'$(WithAndroid)' == true"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#CompressedDDCLinux" If="'$(WithDDC)' == true And $(WithLinux)"/>
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);#Compile Datasmith Plugins Linux;#DatasmithPluginBinaries Linux" If="$(WithLinux) And $(CompileDatasmithPlugins)"/>
|
|
|
|
<!-- Feature packs -->
|
|
<Property Name="InstalledRequirements" Value="$(InstalledRequirements);Make Feature Packs LinuxNative"/>
|
|
|
|
<!-- Filters the build products required for an installed build into groups depending on whether they need to be stripped or just copied -->
|
|
<Node Name="Make Installed Build Linux" Requires="$(InstalledRequirements)" Produces="#Installed Build Linux Files">
|
|
|
|
<!-- Clear any existing files from the final location -->
|
|
<Delete Files="$(LocalInstalledDirLinux)\..."/>
|
|
|
|
<!-- List of platform names -->
|
|
<Property Name="Platforms" Value=""/>
|
|
|
|
<!-- Define filter and exception properties for the installed build -->
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyEditorFilterLinux)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyEditorExceptionsLinux)"/>
|
|
|
|
<!-- Tag files that always need to be part of an installed build -->
|
|
<Tag Files="$(UnrealEditor)" Except="#UnrealEditor Linux Unstripped" With="#Installed Linux"/>
|
|
<Tag Files="#UnrealEditor Linux Stripped" With="#Saved Output"/>
|
|
<Tag Files="#Build Tools LinuxNative;#Make Feature Packs LinuxNative;#Rules Assemblies" With="#Installed Linux"/>
|
|
|
|
<!-- Tag enabled target platforms -->
|
|
<Do If="'$(WithLinux)' == true">
|
|
<Tag Files="#UnrealGame LinuxNative;#Build Tools LinuxNative" Except="#UnrealGame LinuxNative Unstripped" With="#Installed Linux"/>
|
|
<Tag Files="#UnrealGame LinuxNative Stripped" With="#Saved Output"/>
|
|
<Tag Files="#DatasmithPluginBinaries Linux" With="#Installed Linux" If="$(WithLinux) And $(CompileDatasmithPlugins)"/>
|
|
<Property Name="Platforms" Value="$(Platforms)Linux;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLinuxFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLinuxExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithLinuxArm64)' == true">
|
|
<Tag Files="#UnrealGame LinuxArm64 LinuxNative" Except="#UnrealGame LinuxArm64 LinuxNative Unstripped" With="#Installed Linux"/>
|
|
<Tag Files="#UnrealGame LinuxArm64 LinuxNative Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)LinuxArm64;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyLinuxFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyLinuxExceptions)"/>
|
|
</Do>
|
|
<Do If="'$(WithAndroid)' == true">
|
|
<Tag Files="#UnrealGame Android" Except="#UnrealGame Android Unstripped" With="#Installed Linux"/>
|
|
<Tag Files="#UnrealGame Android Stripped" With="#Saved Output"/>
|
|
<Property Name="Platforms" Value="$(Platforms)Android;"/>
|
|
<Property Name="CopyInstalledFilter" Value="$(CopyInstalledFilter);$(CopyAndroidFilter)"/>
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(CopyAndroidExceptions)"/>
|
|
</Do>
|
|
<Expand Name="Platform_Tag_UnrealGame" HostPlatform="Linux"/>
|
|
<Expand Name="Platform_ExtraSignFiles" HostPlatform="Linux"/>
|
|
|
|
<!-- Tag any dependencies from all previous build products -->
|
|
<Tag Files="#Installed Linux" Filter="*.target" With="#TargetReceipts"/>
|
|
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#Installed Linux"/>
|
|
|
|
<!-- Tag any additional dependencies -->
|
|
<Tag Files="#Installed Linux" Filter=".../DependencyList.txt;.../DependencyList-AllModules.txt" With="#DependencyLists"/>
|
|
<Tag FileLists="#DependencyLists" With="#Installed Linux" />
|
|
|
|
<!-- Confidential Exceptions - done last to ensure they never get overwritten -->
|
|
<Property Name="CopyInstalledExceptions" Value="$(CopyInstalledExceptions);$(ConfidentialExceptions);#DependencyLists"/>
|
|
|
|
<!-- Tag additional files needed for installed build -->
|
|
<Tag Files="$(CopyInstalledFilter)" With="#Installed Linux"/>
|
|
|
|
<!-- Tag Linux files that need to be stripped -->
|
|
<Tag Files="#Build Tools LinuxNative" Filter="$(LinuxStripFilter)" Except="$(CopyInstalledExceptions)" With="#Strip Tools for Installed Linux"/>
|
|
|
|
<!-- Tag files that need to be copied directly -->
|
|
<Tag Files="#Installed Linux" Except="$(CopyInstalledExceptions);#Strip Tools for Installed Linux" With="#Copy for Installed Linux"/>
|
|
<Copy Files="#Copy for Installed Linux" From="$(RootDir)" To="$(LocalInstalledDirLinux)" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- Tag saved output that needs to be copied directly -->
|
|
<Tag BaseDir="$(SavedOutput)" Files="#Saved Output" Except="$(CopyInstalledExceptions)" With="#Copy Saved Output"/>
|
|
<Tag Files="#Build Tools CS Binaries LinuxNative" Except="$(CopyLinuxCsToolsExceptions)" With="#Installed Build Tools CS Binaries LinuxNative"/>
|
|
<Copy Files="#Copy Saved Output" From="$(SavedOutput)" To="$(LocalInstalledDirLinux)" Tag="#Installed Build Linux Files"/>
|
|
<Copy Files="#Installed Build Tools CS Binaries LinuxNative" From="$(CsToolsDir)" To="$(LocalInstalledDirLinux)" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- Strip required files into their final location -->
|
|
<Strip Files="#Strip Tools for Installed Linux" BaseDir="$(RootDir)" OutputDir="$(LocalInstalledDirLinux)" Platform="Linux" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- Copy the compressed DDC -->
|
|
<Property Name="SavedDir" Value="$(SavedOutput)\Installed\Linux"/>
|
|
<Copy Files="#CompressedDDCLinux" From="$(SavedDir)" To="$(LocalInstalledDirLinux)" If="'$(WithDDC)' == true And $(WithLinux)" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- Setup and Copy the toolchain -->
|
|
<Spawn Exe="$(RootDir)/Engine/Build/BatchFiles/Linux/SetupToolchain.sh"/>
|
|
<Property Name="LinuxToolchainDir" Value="$(ToolchainDir)/HostLinux"/>
|
|
<Copy Files="$(LinuxToolchainDir)/..." From="$(LinuxToolchainDir)" To="$(LocalInstalledDirLinux)/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux" Tag="#Installed Build Linux Files"/>
|
|
|
|
<!-- List all of the platforms that we only allow for content projects -->
|
|
<Property Name="ContentOnlyPlatforms" Value=""/>
|
|
|
|
<!-- Create command line arguments for any platforms that were built with additional architectures -->
|
|
<Property Name="ArchitectureCommands" Value=""/>
|
|
<Property Name="ArchitectureCommands" Value="$(ArchitectureCommands) -AndroidArchitectures=$(AndroidArchitectures)" If="'$(WithAndroid)' == true"/>
|
|
|
|
<!-- Finalize the build and then tag the text file that this process creates -->
|
|
<Command Name="FinalizeInstalledBuild" Arguments="-OutputDir=$(LocalInstalledDirLinux) $(BuildIdentifierArg) -Platforms=$(Platforms) -ContentOnlyPlatforms=$(ContentOnlyPlatforms) $(ArchitectureCommands) -AnalyticsTypeOverride=$(AnalyticsTypeOverride)"/>
|
|
<Tag Files="$(LocalInstalledDirLinux)/Engine/Build/InstalledBuild.txt" With="#Installed Build Linux Files"/>
|
|
|
|
<!-- Sanitize all the receipts in the target directory -->
|
|
<Tag Files="#Installed Build Linux Files" Filter="*.target" With="#Installed Build Linux Receipts"/>
|
|
<SanitizeReceipt Files="#Installed Build Linux Receipts" EngineDir="$(LocalInstalledDirLinux)/Engine"/>
|
|
</Node>
|
|
<Node Name="Upload To Horde Linux" Requires="Make Installed Build Linux">
|
|
<CreateArtifact Name="installed-build-linux" Type="installed-build" Description="Installed Build (Linux)" BaseDir="$(LocalInstalledDirLinux)" Files="..."/>
|
|
</Node>
|
|
<Node Name="Upload To Cloud Linux" Requires="Make Installed Build Linux">
|
|
<CreateCloudArtifact Name="cloud-installed-build-linux" Type="installed-build" Description="Installed Build (Linux)" BaseDir="$(LocalInstalledDirLinux)" Files="..." ProjectNameOverride="UE" Platform="Linux" Namespace="$(CloudPublishNamespace)" Host="$(CloudPublishHost)" BaselineBranch="$(CloudPublishBaseline)"/>
|
|
</Node>
|
|
</Agent>
|
|
<Aggregate Name="HostPlatforms_Linux" Label="Builds/Linux" Requires="Make Installed Build Linux"/>
|
|
|
|
<Property Name="InstalledEngineBuildTargets"/>
|
|
<Property Name="InstalledEngineBuildTargets" Value="$(InstalledEngineBuildTargets)Upload to Horde Win64;" If="'$(WithInstalledWin64)' == true"/>
|
|
<Property Name="InstalledEngineBuildTargets" Value="$(InstalledEngineBuildTargets)Upload to Horde Mac;" If="'$(WithInstalledMac)' == true"/>
|
|
<Property Name="InstalledEngineBuildTargets" Value="$(InstalledEngineBuildTargets)Upload to Horde Linux;" If="'$(WithInstalledLinux)' == true"/>
|
|
|
|
<Property Name="InstalledEngineBuildTargets" Value="$(InstalledEngineBuildTargets)Upload to Cloud Win64;" If="'$(WithInstalledWin64)' == true and $(PublishCloudArtifacts)"/>
|
|
<Property Name="InstalledEngineBuildTargets" Value="$(InstalledEngineBuildTargets)Upload to Cloud Mac;" If="'$(WithInstalledMac)' == true and $(PublishCloudArtifacts)"/>
|
|
<Property Name="InstalledEngineBuildTargets" Value="$(InstalledEngineBuildTargets)Upload to Cloud Linux;" If="'$(WithInstalledLinux)' == true and $(PublishCloudArtifacts)"/>
|
|
|
|
<Aggregate Name="Installed Engine Build" Requires="$(InstalledEngineBuildTargets)"/>
|
|
|
|
</BuildGraph>
|