Files
UnrealEngine/Engine/Source/Programs/UnrealBuildTool/Platform/Mac/UEBuildMac.cs
2025-05-18 13:04:45 +08:00

674 lines
24 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
/// <summary>
/// Mac-specific target settings
/// </summary>
public class MacTargetRules
{
/// <summary>
/// Enables address sanitizer (ASan).
/// </summary>
[CommandLine("-EnableASan")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableAddressSanitizer")]
public bool bEnableAddressSanitizer = false;
/// <summary>
/// Enables LibFuzzer.
/// </summary>
[CommandLine("-EnableLibFuzzer")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableLibFuzzer")]
public bool bEnableLibFuzzer = false;
/// <summary>
/// Enables thread sanitizer (TSan).
/// </summary>
[CommandLine("-EnableTSan")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableThreadSanitizer")]
public bool bEnableThreadSanitizer = false;
/// <summary>
/// Enables undefined behavior sanitizer (UBSan).
/// </summary>
[CommandLine("-EnableUBSan")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableUndefinedBehaviorSanitizer")]
public bool bEnableUndefinedBehaviorSanitizer = false;
/// <summary>
/// Enables the generation of .dsym files. This can be disabled to enable faster iteration times during development.
/// </summary>
[CommandLine("-EnableDSYM", Value = "true")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bUseDSYMFiles")]
public bool bUseDSYMFiles = false;
/// <summary>
/// Disables clang build verification checks on static libraries
/// </summary>
[CommandLine("-skipclangvalidation", Value = "true")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bSkipClangValidation")]
public bool bSkipClangValidation = false;
/// <summary>
/// Enables runtime ray tracing support.
/// </summary>
[ConfigFile(ConfigHierarchyType.Engine, "/Script/MacTargetPlatform.MacTargetSettings", "bEnableRayTracing")]
public bool bEnableRayTracing = false;
/// <summary>
/// Constructor
/// </summary>
public MacTargetRules()
{
string? AddressSanitizer = Environment.GetEnvironmentVariable("ENABLE_ADDRESS_SANITIZER");
if (AddressSanitizer != null && AddressSanitizer == "YES")
{
bEnableAddressSanitizer = true;
}
string? ThreadSanitizer = Environment.GetEnvironmentVariable("ENABLE_THREAD_SANITIZER");
if (ThreadSanitizer != null && ThreadSanitizer == "YES")
{
bEnableThreadSanitizer = true;
}
string? UndefSanitizerMode = Environment.GetEnvironmentVariable("ENABLE_UNDEFINED_BEHAVIOR_SANITIZER");
if (UndefSanitizerMode != null && UndefSanitizerMode == "YES")
{
bEnableUndefinedBehaviorSanitizer = true;
}
}
}
/// <summary>
/// Read-only wrapper for Mac-specific target settings
/// </summary>
public class ReadOnlyMacTargetRules
{
/// <summary>
/// The private mutable settings object
/// </summary>
private MacTargetRules Inner;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Inner">The settings object to wrap</param>
public ReadOnlyMacTargetRules(MacTargetRules Inner)
{
this.Inner = Inner;
}
/// <summary>
/// Accessors for fields on the inner TargetRules instance
/// </summary>
#region Read-only accessor properties
#pragma warning disable CS1591
public bool bEnableAddressSanitizer => Inner.bEnableAddressSanitizer;
public bool bEnableLibFuzzer => Inner.bEnableLibFuzzer;
public bool bEnableThreadSanitizer => Inner.bEnableThreadSanitizer;
public bool bEnableUndefinedBehaviorSanitizer => Inner.bEnableUndefinedBehaviorSanitizer;
public bool bSkipClangValidation => Inner.bSkipClangValidation;
public bool bEnableRayTracing => Inner.bEnableRayTracing;
#pragma warning restore CS1591
#endregion
}
class MacArchitectureConfig : UnrealArchitectureConfig
{
public MacArchitectureConfig()
: base(UnrealArchitectureMode.SingleTargetCompileSeparately, new[] { UnrealArch.X64, UnrealArch.Arm64 })
{
}
public override UnrealArch GetHostArchitecture()
{
return MacExports.IsRunningOnAppleArchitecture ? UnrealArch.Arm64 : UnrealArch.X64;
}
public override string ConvertToReadableArchitecture(UnrealArch Architecture)
{
if (Architecture == UnrealArch.X64)
{
return "Intel";
}
if (Architecture == UnrealArch.Arm64)
{
return "Apple";
}
return base.ConvertToReadableArchitecture(Architecture);
}
public override UnrealArchitectures ActiveArchitectures(FileReference? ProjectFile, string? TargetName)
{
return GetProjectArchitectures(ProjectFile, TargetName, false, false);
}
public override UnrealArchitectures DistributionArchitectures(FileReference? ProjectFile, string? TargetName)
{
return GetProjectArchitectures(ProjectFile, TargetName, false, true);
}
public override UnrealArchitectures ProjectSupportedArchitectures(FileReference? ProjectFile, string? TargetName = null)
{
return GetProjectArchitectures(ProjectFile, TargetName, true, false);
}
private static Dictionary<string, UnrealArchitectures> ProjectArchitectureCache = new();
private UnrealArchitectures GetProjectArchitectures(FileReference? ProjectFile, string? TargetName, bool bGetAllSupported, bool bIsDistributionMode)
{
string Key = $"{ProjectFile}{TargetName}{bGetAllSupported}{bIsDistributionMode}";
lock (ProjectArchitectureCache)
{
UnrealArchitectures? CachedArches;
if (ProjectArchitectureCache.TryGetValue(Key, out CachedArches))
{
return CachedArches;
}
}
bool bIsEditor = false;
bool bIsBuildMachine = Unreal.IsBuildMachine();
// get project ini from ProjetFile, or if null, then try to get it from the target rules
if (TargetName != null)
{
RulesAssembly RulesAsm;
if (ProjectFile == null)
{
RulesAsm = RulesCompiler.CreateEngineRulesAssembly(Unreal.IsEngineInstalled(), false, false, Log.Logger);
}
else
{
RulesAsm = RulesCompiler.CreateProjectRulesAssembly(ProjectFile, Unreal.IsEngineInstalled(), false, false, Log.Logger);
}
try
{
// CreateTargetRules here needs to have an UnrealArchitectures object, because otherwise with 'null', it will call
// back to this function to get the ActiveArchitectures! in this case the arch is unimportant
UnrealArchitectures DummyArchitectures = new(UnrealArch.X64);
TargetRules? Rules = RulesAsm.CreateTargetRules(TargetName, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development, DummyArchitectures, ProjectFile, null, Log.Logger, ValidationOptions: TargetRulesValidationOptions.ValidateNothing);
bIsEditor = Rules.Type == TargetType.Editor;
// the projectfile passed in may be a game's uproject file that we are compiling a program in the context of,
// but we still want the settings for the program
if (Rules.Type == TargetType.Program)
{
ProjectFile = Rules.ProjectFile;
}
}
catch (Exception)
{
// do nothing if it fails, assume no project
}
}
ConfigHierarchy EngineIni = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, ProjectFile?.Directory, UnrealTargetPlatform.Mac);
// get values from project ini
string SupportKey = bIsEditor ? "EditorTargetArchitecture" : "TargetArchitecture";
string DefaultKey = bIsEditor ? "EditorDefaultArchitecture" : "DefaultArchitecture";
string SupportedArchitecture;
string DefaultArchitecture;
bool bBuildAllSupportedOnBuildMachine;
EngineIni.GetString("/Script/MacTargetPlatform.MacTargetSettings", SupportKey, out SupportedArchitecture);
EngineIni.GetString("/Script/MacTargetPlatform.MacTargetSettings", DefaultKey, out DefaultArchitecture);
EngineIni.GetBool("/Script/MacTargetPlatform.MacTargetSettings", "bBuildAllSupportedOnBuildMachine", out bBuildAllSupportedOnBuildMachine);
SupportedArchitecture = SupportedArchitecture.ToLower();
DefaultArchitecture = DefaultArchitecture.ToLower();
bool bSupportsArm64 = SupportedArchitecture.Contains("universal") || SupportedArchitecture.Contains("apple");
bool bSupportsX86 = SupportedArchitecture.Contains("universal") || SupportedArchitecture.Contains("intel");
// make sure we found a good value
if (!bSupportsArm64 && !bSupportsX86)
{
throw new BuildException($"Unknown {SupportKey} value found ('{SupportedArchitecture}') in .ini");
}
// choose a supported architecture(s) based on desired type
List<UnrealArch> Architectures = new();
// return all supported if getting supported, compiling for distribution, or we want active, and "all" is selected
if (bGetAllSupported || bIsDistributionMode || DefaultArchitecture.Equals("all", StringComparison.InvariantCultureIgnoreCase) ||
(bIsBuildMachine && bBuildAllSupportedOnBuildMachine))
{
if (bSupportsArm64)
{
Architectures.Add(UnrealArch.Arm64);
}
if (bSupportsX86)
{
Architectures.Add(UnrealArch.X64);
}
}
else if (DefaultArchitecture.Contains("host"))
{
// if we don't support Arm, then always use X64, otherwise use whatever the host arch is
Architectures.Add(bSupportsArm64 ? UnrealArch.Host.Value : UnrealArch.X64);
}
else if (DefaultArchitecture.Contains("apple"))
{
if (!bSupportsArm64)
{
throw new BuildException($"{DefaultKey} is set to {DefaultArchitecture}, but AppleSilicon is not a supported architecture");
}
Architectures.Add(UnrealArch.Arm64);
}
else if (DefaultArchitecture.Contains("intel"))
{
if (!bSupportsX86)
{
throw new BuildException($"{DefaultKey} is set to {DefaultArchitecture}, but Intel is not a supported architecture");
}
Architectures.Add(UnrealArch.X64);
}
else
{
throw new BuildException($"Unknown {DefaultKey} value found ('{DefaultArchitecture}') in .ini");
}
UnrealArchitectures Result = new UnrealArchitectures(Architectures);
lock (ProjectArchitectureCache)
{
// Another thread could have beaten us to the add
ProjectArchitectureCache.TryAdd(Key, Result);
}
return Result;
}
}
abstract class AppleBuildPlatform : UEBuildPlatform
{
public AppleBuildPlatform(UnrealTargetPlatform Platform, UEBuildPlatformSDK SDK, UnrealArchitectureConfig ArchitectureConfig, ILogger Logger)
: base(Platform, SDK, ArchitectureConfig, Logger)
{
}
public override void GetExternalBuildMetadata(FileReference? ProjectFile, StringBuilder Metadata)
{
base.GetExternalBuildMetadata(ProjectFile, Metadata);
Metadata.AppendLine("xcode-select: {0}", ApplePlatformSDK.DeveloperDir);
}
public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
// shared stuff for all apple platforms
CompileEnvironment.Definitions.Add("PLATFORM_APPLE=1");
bool bUseSwiftUIMain;
AppleExports.GetSwiftIntegrationSettings(Target.ProjectFile, Target.Type, Platform, out bUseSwiftUIMain, out _);
CompileEnvironment.Definitions.Add("UE_USE_SWIFT_UI_MAIN=" + (bUseSwiftUIMain ? "1" : "0"));
}
}
class MacPlatform : AppleBuildPlatform
{
public MacPlatform(UEBuildPlatformSDK InSDK, ILogger InLogger)
: base(UnrealTargetPlatform.Mac, InSDK, new MacArchitectureConfig(), InLogger)
{
}
public override bool CanUseFASTBuild()
{
return true;
}
public override void ResetTarget(TargetRules Target)
{
}
public override void ValidateTarget(TargetRules Target)
{
base.ValidateTarget(Target);
if (!String.IsNullOrWhiteSpace(Environment.GetEnvironmentVariable("CLANG_STATIC_ANALYZER_MODE")))
{
Target.StaticAnalyzer = StaticAnalyzer.Default;
Target.StaticAnalyzerOutputType = (Environment.GetEnvironmentVariable("CLANG_ANALYZER_OUTPUT")?.Contains("html", StringComparison.OrdinalIgnoreCase) == true) ? StaticAnalyzerOutputType.Html : StaticAnalyzerOutputType.Text;
Target.StaticAnalyzerMode = String.Equals(Environment.GetEnvironmentVariable("CLANG_STATIC_ANALYZER_MODE"), "shallow", StringComparison.OrdinalIgnoreCase) ? StaticAnalyzerMode.Shallow : StaticAnalyzerMode.Deep;
}
else if (Target.StaticAnalyzer == StaticAnalyzer.Clang)
{
Target.StaticAnalyzer = StaticAnalyzer.Default;
}
// Disable linking and ignore build outputs if we're using a static analyzer
if (Target.StaticAnalyzer == StaticAnalyzer.Default)
{
Target.bDisableLinking = true;
Target.bIgnoreBuildOutputs = true;
// Clang static analysis requires non unity builds
Target.bUseUnityBuild = false;
if (Target.bStaticAnalyzerIncludeGenerated)
{
Target.bAlwaysUseUnityForGeneratedFiles = false;
}
// Disable chaining PCHs for the moment because it is crashing clang
Target.bChainPCHs = false;
}
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
// @todo: Temporarily disable precompiled header files when building remotely due to errors
Target.bUsePCHFiles = false;
}
// Mac-Arm todo - Remove this all when we feel confident no more x86-only plugins will come around
bool bCompilingForArm = Target.Architectures.Contains(UnrealArch.Arm64);
if (bCompilingForArm && Target.Name != "UnrealHeaderTool")
{
Target.DisablePlugins.AddRange(Array.Empty<string>());
}
if (Target.bCompileAgainstEngine)
{
Target.GlobalDefinitions.Add("HAS_METAL=1");
Target.ExtraModuleNames.Add("MetalRHI");
}
else
{
Target.GlobalDefinitions.Add("HAS_METAL=0");
}
if (Target.StaticAllocator == StaticAllocatorType.None)
{
Target.StaticAllocator = StaticAllocatorType.Binned3;
}
// Force using the ANSI allocator if ASan is enabled
if (Target.MacPlatform.bEnableAddressSanitizer)
{
Target.StaticAllocator = StaticAllocatorType.Ansi;
}
Target.GlobalDefinitions.Add("GL_SILENCE_DEPRECATION=1");
Target.bUsePDBFiles = Target.DebugInfo != DebugInfoMode.None && ShouldCreateDebugInfo(new ReadOnlyTargetRules(Target));
Target.bUsePDBFiles &= Target.MacPlatform.bUseDSYMFiles;
// we always deploy - the build machines need to be able to copy the files back, which needs the full bundle
Target.bDeployAfterCompile = true;
Target.bCheckSystemHeadersForModification = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac;
}
/// <summary>
/// Determines if the given name is a build product for a target.
/// </summary>
/// <param name="FileName">The name to check</param>
/// <param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
/// <param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
/// <returns>True if the string matches the name of a build product, false otherwise</returns>
public override bool IsBuildProduct(string FileName, string[] NamePrefixes, string[] NameSuffixes)
{
return IsBuildProductName(FileName, NamePrefixes, NameSuffixes, "")
|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".dsym")
|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".dylib")
|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".a")
|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".app");
}
/// <summary>
/// Get the extension to use for the given binary type
/// </summary>
/// <param name="InBinaryType"> The binrary type being built</param>
/// <returns>string The binary extenstion (ie 'exe' or 'dll')</returns>
public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".dylib";
case UEBuildBinaryType.Executable:
return "";
case UEBuildBinaryType.StaticLibrary:
return ".a";
}
return base.GetBinaryExtension(InBinaryType);
}
/// <summary>
/// Get the extensions to use for debug info for the given binary type
/// </summary>
/// <param name="Target">Rules for the target being built</param>
/// <param name="InBinaryType"> The binary type being built</param>
/// <returns>string[] The debug info extensions (i.e. 'pdb')</returns>
public override string[] GetDebugInfoExtensions(ReadOnlyTargetRules Target, UEBuildBinaryType InBinaryType)
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
case UEBuildBinaryType.Executable:
return Target.bUsePDBFiles ? new string[] { ".dSYM" } : Array.Empty<string>();
case UEBuildBinaryType.StaticLibrary:
default:
return Array.Empty<string>();
}
}
/// <summary>
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
// don't do any target platform stuff if SDK is not available
bool bIsPlatformAvailableForTarget = UEBuildPlatform.IsPlatformAvailableForTarget(Platform, Target, bIgnoreSDKCheck: true);
bool bIsPlatformAvailableForTargetWithSDK = UEBuildPlatform.IsPlatformAvailableForTarget(Platform, Target);
if (!bIsPlatformAvailableForTarget)
{
return;
}
if (Target.Platform == UnrealTargetPlatform.Win64 && Target.Type == TargetType.Editor)
{
// because remote IOS building needs the new XcodeProject Settings to show up in the editor, we bring in the Mac bits that expose it
if (ModuleName == "Engine")
{
Rules.DynamicallyLoadedModuleNames.Add("MacTargetPlatformSettings");
if (bIsPlatformAvailableForTargetWithSDK)
{
Rules.DynamicallyLoadedModuleNames.AddAll("MacTargetPlatform", "MacTargetPlatformControls", "MacPlatformEditor");
}
}
}
}
public override DirectoryReference? GetBundleDirectory(ReadOnlyTargetRules Rules, List<FileReference> OutputFiles)
{
if (Rules.bIsBuildingConsoleApplication)
{
return null;
}
else
{
return OutputFiles[0].Directory.ParentDirectory!.ParentDirectory;
}
}
/// <summary>
/// For platforms that need to output multiple files per binary (ie Android "fat" binaries)
/// this will emit multiple paths. By default, it simply makes an array from the input
/// </summary>
public override List<FileReference> FinalizeBinaryPaths(FileReference BinaryName, FileReference? ProjectFile, ReadOnlyTargetRules Target)
{
List<FileReference> BinaryPaths = new List<FileReference>();
// ModernXcode now builds binary outside of .app, instead Xcode will be responsible of generating .app
if (AppleExports.UseModernXcode(ProjectFile) ||
(Target.bIsBuildingConsoleApplication || !String.IsNullOrEmpty(BinaryName.GetExtension())))
{
BinaryPaths.Add(BinaryName);
}
else
{
BinaryPaths.Add(new FileReference(BinaryName.FullName + ".app/Contents/MacOS/" + BinaryName.GetFileName()));
}
return BinaryPaths;
}
/// <summary>
/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
bool bBuildShaderFormats = Target.bForceBuildShaderFormats;
if (!Target.bBuildRequiresCookedData)
{
if (ModuleName == "TargetPlatform")
{
bBuildShaderFormats = true;
}
}
// allow standalone tools to use target platform modules, without needing Engine
if (ModuleName == "TargetPlatform")
{
if (Target.bForceBuildTargetPlatforms)
{
Rules.DynamicallyLoadedModuleNames.Add("MacTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("MacTargetPlatformSettings");
Rules.DynamicallyLoadedModuleNames.Add("MacTargetPlatformControls");
}
if (bBuildShaderFormats)
{
// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
Rules.DynamicallyLoadedModuleNames.Add("MetalShaderFormat");
Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatVectorVM");
Rules.DynamicallyLoadedModuleNames.Remove("VulkanRHI");
Rules.DynamicallyLoadedModuleNames.Add("VulkanShaderFormat");
}
}
}
/// <summary>
/// Setup the target environment for building
/// </summary>
/// <param name="Target">Settings for the target being compiled</param>
/// <param name="CompileEnvironment">The compile environment for this target</param>
/// <param name="LinkEnvironment">The link environment for this target</param>
public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
base.SetUpEnvironment(Target, CompileEnvironment, LinkEnvironment);
CompileEnvironment.Definitions.Add("PLATFORM_MAC=1");
if (Target.MacPlatform.bEnableRayTracing && Target.Type != TargetType.Server)
{
CompileEnvironment.Definitions.Add("RHI_RAYTRACING=1");
}
CompileEnvironment.Definitions.Add("WITH_TTS=0");
CompileEnvironment.Definitions.Add("WITH_SPEECH_RECOGNITION=0");
}
/// <summary>
/// Whether this platform should create debug information or not
/// </summary>
/// <param name="Target">The target being built</param>
/// <returns>true if debug info should be generated, false if not</returns>
public override bool ShouldCreateDebugInfo(ReadOnlyTargetRules Target)
{
// Always generate debug symbols on the build machines.
bool IsBuildMachine = Unreal.IsBuildMachine();
switch (Target.Configuration)
{
case UnrealTargetConfiguration.Development:
case UnrealTargetConfiguration.Shipping:
case UnrealTargetConfiguration.Test:
return !Target.bOmitPCDebugInfoInDevelopment || IsBuildMachine;
case UnrealTargetConfiguration.DebugGame:
case UnrealTargetConfiguration.Debug:
default:
return true;
}
}
/// <summary>
/// Creates a toolchain instance for the given platform.
/// </summary>
/// <param name="Target">The target being built</param>
/// <returns>New toolchain instance.</returns>
public override UEToolChain CreateToolChain(ReadOnlyTargetRules Target)
{
ClangToolChainOptions Options = ClangToolChainOptions.None;
if (Target.MacPlatform.bEnableAddressSanitizer)
{
Options |= ClangToolChainOptions.EnableAddressSanitizer;
}
if (Target.MacPlatform.bEnableThreadSanitizer)
{
Options |= ClangToolChainOptions.EnableThreadSanitizer;
}
if (Target.MacPlatform.bEnableUndefinedBehaviorSanitizer)
{
Options |= ClangToolChainOptions.EnableUndefinedBehaviorSanitizer;
}
if (Target.bShouldCompileAsDLL)
{
Options |= ClangToolChainOptions.OutputDylib;
}
return new MacToolChain(Target, Options, Logger);
}
/// <inheritdoc/>
public override void Deploy(TargetReceipt Receipt)
{
new UEDeployMac(Logger).PrepTargetForDeployment(Receipt);
}
}
class MacPlatformFactory : UEBuildPlatformFactory
{
public override UnrealTargetPlatform TargetPlatform => UnrealTargetPlatform.Mac;
/// <summary>
/// Register the platform with the UEBuildPlatform class
/// </summary>
public override void RegisterBuildPlatforms(ILogger Logger)
{
ApplePlatformSDK SDK = new ApplePlatformSDK(Logger);
// Register this build platform for Mac
UEBuildPlatform.RegisterBuildPlatform(new MacPlatform(SDK, Logger), Logger);
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Mac, UnrealPlatformGroup.Apple);
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Mac, UnrealPlatformGroup.Desktop);
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Mac, UnrealPlatformGroup.PosixOS);
}
}
}