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Reboot support #5
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Legacy code is still active for legacy repositories, the reboot uses UBT, UAT and least possible of msbuild/xbuild. Let UAT BuildCommonTools handle compilation for tricky csproj configs, and new targets were added (LiveCodingConsole).
def _ue4_run_ubt(env, target, build_platform, build_configuration, vs_version=None, flags=None): | ||
if nimp.sys.platform.is_windows(): | ||
command = ['cmd', '/c', 'Build.bat'] | ||
command = ['cmd', '/c', 'Engine\\Build\\BatchFiles\\Build.bat'] |
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En pcipe cwd tape dans root_dir, donc /game et pas /ue4 (qui est dans ue4_dir), il me semble que le path ne vas pas être bon ?
nimp/ue4/build.py
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_ue4_build_ps4_tools_workaround(env, solution, vs_version) | ||
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# this is DNE specific | ||
if os.path.exists(nimp.system.sanitize_path(env.format('{root_dir}/Engine/Source/Programs/DNEAssetRegistryQuery/DNEAssetRegistryQuery.Build.cs'))): |
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Du coup ce path est faux aussi, mon mauvais :/ ça devrait être qq chose comme root_dir/tools/dneassetregistry, en même temps le projet n'est pas encore importé ^^;
Prefer {ue4_dir} instead of {root_dir}, And use Engine/* paths instead of Game/* specific aliases to DNE reboot. Also run prebuild after GenerateProjetFiles.bat for >= ue4.22.
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Allow building the rebooted Unreal repository :
env.ue4_dir
instead ofenv.root_dir
Support for legacy repositories should be intact (diverging with
env.is_dne_legacy_ue4
).