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Update build.py to support packaging uproject.
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# Build script of unrealcv, supports win, linux and mac. | ||
# Weichao Qiu @ 2017 | ||
# Use python build.py to build the plugin | ||
import argparse | ||
from unrealcv.automation import UE4Automation | ||
import os | ||
|
||
def main(): | ||
# Parse arguments | ||
parser = argparse.ArgumentParser() | ||
parser.add_argument('--install', action='store_true') | ||
parser.add_argument( | ||
'descriptor_file', | ||
default='UnrealCV.uplugin', | ||
nargs='?', | ||
help='The uplugin file to build' | ||
) | ||
parser.add_argument( | ||
'--install', | ||
action='store_true' | ||
) | ||
parser.add_argument( | ||
'--UE4', | ||
help='Specify the engine path. If left empty, default installation locations will be used' | ||
) | ||
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args = parser.parse_args() | ||
need_install = args.install | ||
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||
ue4 = UE4Automation() | ||
ue4 = UE4Automation(args.UE4) | ||
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# Build the plugin | ||
abs_unrealcv_descriptor = os.path.abspath('UnrealCV.uplugin') | ||
abs_output_folder = os.path.abspath('Plugins/UnrealCV') | ||
ue4.build_plugin(abs_unrealcv_descriptor, abs_output_folder) | ||
|
||
# Install the plugin if requested | ||
if need_install: | ||
ue4.install() | ||
|
||
import subprocess, sys, os, argparse, platform, logging, glob, shutil | ||
try: input = raw_input | ||
except NameError: pass | ||
class UE4Automation: | ||
''' UE4 engine wrapper ''' | ||
def __init__(self): | ||
self.platform_name = self._get_platform_name() | ||
self.UE4_dir = self._get_UE4_dir() | ||
self.abs_UAT_path = self._get_UATPath() | ||
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def build_plugin(self, plugin_descriptor, output_folder): | ||
abs_plugin_descriptor = os.path.abspath(plugin_descriptor) | ||
abs_output_folder = os.path.abspath(output_folder) | ||
|
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if os.path.isdir(abs_output_folder): | ||
print('Output folder "%s" already exists, skip compilation.' % abs_output_folder) | ||
print('Remove this folder if you want to compile the plugin with a different UE4 version.') | ||
else: | ||
script_dir = os.path.dirname(os.path.realpath(__file__)) | ||
subprocess.call([ | ||
self.abs_UAT_path, 'BuildPlugin', | ||
'-plugin=%s' % abs_plugin_descriptor, | ||
'-package=%s' % abs_output_folder, | ||
'-rocket', '-targetplatforms=%s' % self.platform_name | ||
], cwd = script_dir) | ||
|
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def install(self): | ||
''' Install the plugin to UE4 engine folder ''' | ||
print('-' * 30 + ' Install ' + '-' * 30) | ||
engine_plugin_folder = os.path.join(self.UE4_dir, 'Engine', 'Plugins') | ||
abs_tgt_unrealcv_folder = os.path.join(engine_plugin_folder, 'UnrealCV') | ||
abs_src_unrealcv_folder = os.path.abspath('Plugins/UnrealCV') | ||
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if os.path.isdir(abs_tgt_unrealcv_folder): | ||
print('UnrealCV is already found in the Engine/Plugins folder, do you want to overwrite') | ||
print('Type yes or y to continue:') | ||
choice = input() | ||
if choice.lower() not in ['y', 'yes']: | ||
print('Installation cancelled') | ||
return | ||
else: | ||
shutil.rmtree(abs_tgt_unrealcv_folder) | ||
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print('Copy the plugin from %s to %s' % (abs_src_unrealcv_folder, abs_tgt_unrealcv_folder)) | ||
shutil.copytree(abs_src_unrealcv_folder, abs_tgt_unrealcv_folder) | ||
print('Installation of UnrealCV is successful.') | ||
|
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def package(self, project_path, output_folder): | ||
abs_project_path = os.path.abspath(project_path) | ||
abs_output_folder = os.path.abspath(output_folder) | ||
subprocess.call([ | ||
self.abs_UAT_path, 'BuildCookRun', | ||
'-project=%s' % abs_project_path, | ||
'-archivedirectory=%s' % abs_output_folder, | ||
'-platform=%s' % self.platform_name, | ||
'-clientconfig=Development', '-serverconfig=Development', | ||
'-noP4', '-allmaps', '-stage', '-pak', '-archive', '-cook', '-build' | ||
]) | ||
|
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def _get_UATPath(self): | ||
platform2UATRelativePath = { | ||
'Linux': 'Engine/Build/BatchFiles/RunUAT.sh', | ||
'Mac': 'Engine/Build/BatchFiles/RunUAT.sh', | ||
'Win64': 'Engine\\Build\\BatchFiles\\RunUAT.bat' | ||
} | ||
platform_name = self._get_platform_name() | ||
UAT_relative_path = platform2UATRelativePath.get(platform_name) | ||
UAT_abs_path = os.path.join(self.UE4_dir, UAT_relative_path) | ||
return UAT_abs_path | ||
|
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def _get_platform_name(self): | ||
'''' Python and UE4 use different names for platform, in this script we will use UE4 platform name exclusively ''' | ||
py2UE4 = {"Darwin": "Mac", "Windows": "Win64", "Linux": "Linux"} | ||
# Key: python platform name, Value: UE4 | ||
platform_name = py2UE4.get(platform.system()) | ||
if not platform_name: | ||
print('Can not recognize platform %s' % platform.system()) | ||
return platform_name | ||
|
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def _get_UE4_dir(self): | ||
win_candidates = [ | ||
'C:\Program Files\Epic Games\UE_4.??', | ||
'D:\Program Files\Epic Games\UE_4.??',] | ||
linux_candidates = [ | ||
os.path.expanduser('~/UnrealEngine'), | ||
os.path.expanduser('~/workspace/UnrealEngine'), | ||
os.path.expanduser('~/workspace/UE4??'),] | ||
mac_candidates = ['/Users/Shared/Epic Games/UE_4.??',] | ||
search_candidates = {'Linux': linux_candidates, 'Mac': mac_candidates, 'Win64': win_candidates} | ||
candidates = search_candidates.get(self._get_platform_name()) | ||
|
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found_UE4 = [] | ||
for c in candidates: found_UE4 += glob.glob(c) | ||
# Ask user to make a selection | ||
if len(found_UE4) == 1: return found_UE4[0] | ||
if len(found_UE4) == 0: | ||
print('Can not automatically found a UE4 path, please specify it with --UE4') | ||
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print('Found UE4 in the following path, please make a selection:') | ||
print('\n'.join('%d : %s' % (i+1, found_UE4[i]) for i in range(len(found_UE4)))) | ||
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num = int(input()) | ||
return found_UE4[num-1] | ||
descriptor_file = args.descriptor_file | ||
abs_descriptor_file = os.path.abspath(descriptor_file) | ||
if descriptor_file.endswith('.uplugin'): | ||
abs_output_folder = os.path.abspath('Plugins/UnrealCV') | ||
ue4.build_plugin(abs_descriptor_file, abs_output_folder) | ||
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# Install the plugin if requested | ||
if need_install: | ||
ue4.install() | ||
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elif descriptor_file.endswith('.uproject'): | ||
project_name = os.path.basename(descriptor_file) | ||
abs_output_folder = os.path.abspath('Binaries/%s' % project_name) | ||
ue4.package(abs_descriptor_file, abs_output_folder) | ||
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if __name__ == '__main__': | ||
main() |
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