Lots of work on build-everything
This commit is contained in:
@@ -1,38 +1,23 @@
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{
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||||
"macros": {
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"macros-explanation" : [
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"We have written a simple macro preprocessor for json.",
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"The following macros can be invoked from later in the json",
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"file. The macro preprocessing is done as part of the",
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"python script build-everything.py"
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"about-the-build-system": [
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"",
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||||
"The unreal build system generates Integration.code-workspace.",
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"That generated file is no good. Instead, we generate our own,",
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"as part of build-everything.py",
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"",
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"Don't edit Integration.code-worspace, instead, edit",
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"Integration.code-workspace.tpl.json, and then run",
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"build-everything.py to rebuild.",
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""
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],
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"luprex-launch-config" : {
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"name": "Server=SERVER",
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"request": "launch",
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"program": "UNREALENGINE/Engine/Binaries/Linux/UnrealEditor-Linux-DebugGame",
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"preLaunchTask": "Make All",
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"args": [
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"INTEGRATION/Integration.uproject",
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"-userdir=User/USERNAME",
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"-LuprexServer=SERVER"
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],
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"cwd": "INTEGRATION",
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"type": "lldb",
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"initCommands": [
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"command script import UNREALENGINE/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py",
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"settings set target.inline-breakpoint-strategy always",
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"target stop-hook add --one-liner \"p ::UngrabAllInputImpl()\""
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]
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}
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},
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"folders": [
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{
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"name": "Integration",
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"path": "INTEGRATION"
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"path": "[INTEGRATION]"
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},
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{
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"name": "UE5",
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"path": "UNREALENGINE"
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"path": "[UNREALENGINE]"
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}
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],
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"settings": {
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@@ -93,15 +78,29 @@
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},
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"launch": {
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"version": "0.2.0",
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"configurations": [
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{
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"macro": "luprex-launch-config",
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"vars": { "SERVER":"Standalone"}
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},
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{
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"macro": "luprex-launch-config",
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"vars": { "SERVER":"192.168.0.100"}
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}
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"configurations": {
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"for-each": [
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{ "SERVER" : "Standalone" },
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{ "SERVER" : "192.168.0.100" }
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],
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"body": {
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"name": "Server=[SERVER]",
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"request": "launch",
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"program": "[UNREALENGINE]/Engine/Binaries/Linux/UnrealEditor-Linux-DebugGame",
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"preLaunchTask": "Make All",
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"args": [
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"[INTEGRATION]/Integration.uproject",
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"-userdir=User/[USER]",
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"-LuprexServer=[SERVER]"
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],
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"cwd": "[INTEGRATION]",
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"type": "lldb",
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"initCommands": [
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"command script import [UNREALENGINE]/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py",
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"settings set target.inline-breakpoint-strategy always",
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||||
"target stop-hook add --one-liner \"p ::UngrabAllInputImpl()\""
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]
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}
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}
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}
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}
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@@ -1,5 +1,16 @@
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{
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"about-the-build-system": [
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"",
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"The unreal build system generates Integration.uproject.",
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"That generated file is no good. Instead, we generate our own,",
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"as part of build-everything.py",
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"",
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"Don't edit Integration.uproject, instead, edit",
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"Integration.uproject.tpl.json, and then run",
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"build-everything.py to rebuild.",
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""
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],
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"FileVersion": 3,
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"EngineAssociation": "10.0",
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"Category": "",
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12
Makefile.tpl.txt
Normal file
12
Makefile.tpl.txt
Normal file
@@ -0,0 +1,12 @@
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# This makefile just invokes the unreal build system, then the luprex build system.
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#
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# Do not edit Makefile, instead, edit Makefile.tpl.txt
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#
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all:
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(cd luprex ; make all)
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[UNREALENGINE]/Engine/Build/BatchFiles/[BUILD_BAT] IntegrationEditor [OS] DebugGame [INTEGRATION]/Integration.uproject -waitmutex
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clean:
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(cd luprex ; make clean)
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[UNREALENGINE]/Engine/Build/BatchFiles/[BUILD_BAT] IntegrationEditor [OS] DebugGame [INTEGRATION]/Integration.uproject -waitmutex -clean
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@@ -1,207 +1,179 @@
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#!/usr/bin/python3
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#
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# This python script builds integration from scratch. That includes:
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# This python script builds integration from scratch. That includes
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# everything we need:
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#
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# - Generating BuildConfiguration.xml in integration repository
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# - Generating BuildConfiguration.xml in UnrealEngine repository
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# - Hardwiring paths into Source/Integration/lpx-paths.hpp
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# - Generating Integration.uproject
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# - Generating Integration.code-workspace
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# - Generates BuildConfiguration.xml in integration repository
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# - Generates BuildConfiguration.xml in UnrealEngine repository
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# - Hardwires paths into Source/Integration/lpx-paths.hpp
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# - Generates Integration.uproject
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# - Generates Integration.code-workspace
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# - Applies patch to Unreal Engine source.
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# - Running Setup.sh in the UnrealEngine repository
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# - Building luprex
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# - Building ShaderCompileWorker
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# - Building integration
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# - Runs Setup.sh in the UnrealEngine repository
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# - Builds luprex
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# - Builds ShaderCompileWorker
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# - Builds Unreal Engine and Unreal Editor
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# - Builds integration
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#
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# Once this is all done, everything is ready to go. It is now possible to
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# start up the IDE and run luprex in the debugger.
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# Once this is all done, everything is ready to go. It is now possible
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# to start up the IDE and run luprex in the debugger.
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#
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# This script is mainly intended for the *initial* build.
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# If you want to edit the code and recompile, it is okay to use
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# this script a second time, but it's unnecessarily slow.
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# It's much faster to edit and recompile using the IDE.
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# If you edit the code, you can run this python script again to
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# rebuild. It is always safe to use this script to rebuild after
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# editing anything.
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#
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# However, if you only edited C++ code and Unreal Build.cs files, then
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# it may be quicker and more convenient to rebuild from inside the
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# VSCODE IDE. Bear in mind that doing so only works if you only edited
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# the C++ code and the blueprint code. If you edited anything else, you
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# should rerun this python script.
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#
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import sys, os, json, shutil, subprocess
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import sys, os, json, shutil, subprocess, re, time
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from pathlib import Path
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#
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# These things are operating system specific.
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||||
# Build the config table: a set of global constants that affect
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# just about everything. These values become global variables
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# in this script, they are also used as variables when expanding
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# template files.
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#
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CONFIG = {}
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if sys.platform == "windows":
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OS = "Windows"
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DLL = "dll"
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BAT = "bat"
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DOT_EXE = ".exe"
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USER = "Unknown"
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BUILD_BAT = "Build.bat"
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CONFIG["OS"] = "Windows"
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CONFIG["DLL"] = "dll"
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CONFIG["BAT"] = "bat"
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CONFIG["DOT_EXE"] = ".exe"
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CONFIG["USER"] = "Unknown"
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CONFIG["BUILD_BAT"] = "Build.bat"
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else:
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OS = "Linux"
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DLL = "so"
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BAT = "sh"
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DOT_EXE = ""
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USER = os.environ["USER"]
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BUILD_BAT = "Linux/Build.sh"
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CONFIG["OS"] = "Linux"
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CONFIG["DLL"] = "so"
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CONFIG["BAT"] = "sh"
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CONFIG["DOT_EXE"] = ""
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CONFIG["USER"] = os.environ["USER"]
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CONFIG["BUILD_BAT"] = "Linux/Build.sh"
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CONFIG["INTEGRATION"] = os.path.dirname(os.path.abspath(sys.argv[0]))
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CONFIG["UNREALENGINE"] = os.path.join(os.path.dirname(CONFIG["INTEGRATION"]), "UnrealEngine")
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globals().update(CONFIG)
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#
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# Some handy utility functions
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# Sanity check the INTEGRATION and UNREALENGINE paths.
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#
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def readfile(fn):
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with open(fn) as f:
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return f.read()
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def writefile(fn, str):
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with open(fn, "w") as f:
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f.write(str)
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def shell(dir, cmd):
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print("Running:", cmd)
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subprocess.run(cmd, shell=True, check=True, cwd=dir)
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#
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||||
# This is the code for a simple json macro preprocessor.
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||||
# It is used to write json files containing macros, which can
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# then be macroexpanded later in the json file. The json
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||||
# file should have a 'macros' section at the top level.
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#
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||||
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def replace_strings_recursively(template, variables):
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if isinstance(template, str):
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# Then apply macro-local substitutions
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for key, value in variables.items():
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template = template.replace(key, str(value))
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return template
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elif isinstance(template, list):
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return [replace_strings_recursively(item, variables) for item in template]
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elif isinstance(template, dict):
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||||
return {k: replace_strings_recursively(v, variables) for k, v in template.items()}
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else:
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||||
return template
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||||
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||||
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||||
def macroexpand_json_recursively(data, macros):
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||||
if isinstance(data, dict):
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||||
if "macro" in data and "vars" in data:
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macro_name = data["macro"]
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variables = data["vars"]
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base_macro = macros[macro_name]
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expanded = replace_strings_recursively(base_macro, variables)
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||||
return macroexpand_json_recursively(expanded, macros)
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||||
else:
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||||
return {
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||||
key: macroexpand_json_recursively(value, macros)
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||||
for key, value in data.items()
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||||
}
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||||
elif isinstance(data, list):
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||||
return [macroexpand_json_recursively(item, macros) for item in data]
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||||
else:
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return data
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||||
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||||
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||||
def macroexpand_json(source_filename, output_filename, globals):
|
||||
"""
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||||
Load JSON from `source_filename`, perform macro expansion using any
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||||
macros defined in the "macros" block, and write the expanded JSON to
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||||
`output_filename`. Global variables are passed as a Python dict.
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||||
"""
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||||
# Load the input template
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||||
with open(source_filename, "r") as f:
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data = json.load(f)
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||||
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||||
# Extract and remove macros
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||||
macros = data.pop("macros", {})
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||||
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||||
# Expand macros
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expanded = macroexpand_json_recursively(data, macros)
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||||
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||||
# Expand global variables
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||||
expanded2 = replace_strings_recursively(expanded, globals)
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||||
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||||
# Write output
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||||
with open(output_filename, "w") as f:
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json.dump(expanded2, f, indent=4)
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||||
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||||
#
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||||
# Find the two repositories and verify them.
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||||
#
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||||
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||||
INTEGRATION=os.path.dirname(os.path.abspath(sys.argv[0]))
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||||
UNREALENGINE=os.path.join(os.path.dirname(INTEGRATION), "UnrealEngine")
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||||
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||||
if not os.path.isdir(f"{INTEGRATION}/Source/Integration"):
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||||
sys.exit(f"Integration repository is not valid: {INTEGRATION}")
|
||||
if not os.path.isdir(f"{UNREALENGINE}/Engine/Source/Editor"):
|
||||
sys.exit(f"Integration repository is not valid: {UNREALENGINE}")
|
||||
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||||
JSONGLOBALS= {
|
||||
"INTEGRATION": INTEGRATION,
|
||||
"UNREALENGINE": UNREALENGINE,
|
||||
"USERNAME": USER,
|
||||
}
|
||||
|
||||
#
|
||||
# Create the Saved/UnrealBuildTool directories. These will hold
|
||||
# the file BuildConfiguration.xml
|
||||
#
|
||||
# Change directory to one of these in order to force ourselves
|
||||
# to specify all paths explicitly.
|
||||
# This is the code for a simple json preprocessor that can
|
||||
# expand "for-each" loops and substitute variables. Because
|
||||
# a single string is valid json, you can also use this to
|
||||
# substitute variables in a string or a text file.
|
||||
#
|
||||
|
||||
Path(f"{INTEGRATION}/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
|
||||
Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
|
||||
os.chdir(f"{INTEGRATION}/Saved/UnrealBuildTool")
|
||||
JSON_VAR_REGEX = re.compile(r'\[([A-Z0-9_]+)\]')
|
||||
|
||||
def expand_json(data, vars):
|
||||
if isinstance(data, dict):
|
||||
if "for-each" in data and "body" in data:
|
||||
body = data["body"]
|
||||
foreach = data["for-each"]
|
||||
return [ expand_json(body, vars | lvars) for lvars in foreach ]
|
||||
else:
|
||||
return { key: expand_json(value, vars) for key, value in data.items() }
|
||||
elif isinstance(data, list):
|
||||
return [ expand_json(item, vars) for item in data ]
|
||||
elif isinstance(data, str):
|
||||
return JSON_VAR_REGEX.sub(lambda m: str(vars.get(m.group(1), m.group(0))), data)
|
||||
else:
|
||||
return data
|
||||
|
||||
#
|
||||
# Remove previously-generated files.
|
||||
# Apply the json expander to a file on disk: read the source file,
|
||||
# apply the expander, write the result back out to disk.
|
||||
#
|
||||
|
||||
Path(f"{INTEGRATION}/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
|
||||
Path(f"{INTEGRATION}/Integration.uproject").unlink(missing_ok=True)
|
||||
Path(f"{INTEGRATION}/Integration.code-workspace").unlink(missing_ok=True)
|
||||
Path(f"{INTEGRATION}/Makefile").unlink(missing_ok=True)
|
||||
Path(f"{INTEGRATION}/Source/Integration/lpx-paths.hpp").unlink(missing_ok=True)
|
||||
Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
|
||||
def expand_json_file(sourcefile, outputfile):
|
||||
Path(outputfile).unlink(missing_ok=True)
|
||||
data = json.loads(Path(sourcefile).read_text())
|
||||
expanded = expand_json(data, CONFIG)
|
||||
Path(outputfile).write_text(json.dumps(expanded, indent=4))
|
||||
|
||||
def expand_text_file(sourcefile, outputfile):
|
||||
Path(outputfile).unlink(missing_ok=True)
|
||||
data = Path(sourcefile).read_text()
|
||||
expanded = expand_json(data, CONFIG)
|
||||
Path(outputfile).write_text(expanded)
|
||||
|
||||
#
|
||||
# A simplified interface to subprocess.run
|
||||
#
|
||||
|
||||
def shell(dir, cmd):
|
||||
start = time.time()
|
||||
subprocess.run(cmd, shell=True, check=True, cwd=dir)
|
||||
elapsed = time.time() - start
|
||||
if elapsed > 0.2:
|
||||
print("")
|
||||
print("TIMING: ", elapsed, " CMD:", cmd)
|
||||
print("")
|
||||
|
||||
#
|
||||
# Change directory to an arbitrary subdirectory. Doing this enforces
|
||||
# the rule that we specify absolute paths for everything.
|
||||
#
|
||||
|
||||
os.chdir(f"{INTEGRATION}/EnginePatches")
|
||||
|
||||
#
|
||||
# Write BuildConfiguration.xml
|
||||
#
|
||||
|
||||
BUILDCONFIG=readfile(f"{INTEGRATION}/EnginePatches/BuildConfiguration{OS}.xml")
|
||||
writefile(f"{INTEGRATION}/Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
|
||||
writefile(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
|
||||
BUILDCONFIG=Path(f"{INTEGRATION}/EnginePatches/BuildConfiguration{OS}.xml").read_text()
|
||||
|
||||
Path(f"{INTEGRATION}/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
|
||||
Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
|
||||
|
||||
Path(f"{INTEGRATION}/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
|
||||
Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
|
||||
|
||||
Path(f"{INTEGRATION}/Saved/UnrealBuildTool/BuildConfiguration.xml").write_text(BUILDCONFIG)
|
||||
Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml").write_text(BUILDCONFIG)
|
||||
|
||||
#
|
||||
# Write lpx-paths.hpp.
|
||||
#
|
||||
|
||||
writefile(f"{INTEGRATION}/Source/Integration/lpx-paths.hpp", f"""
|
||||
Path(f"{INTEGRATION}/Source/Integration/lpx-paths.hpp").unlink(missing_ok=True)
|
||||
Path(f"{INTEGRATION}/Source/Integration/lpx-paths.hpp").write_text(f"""
|
||||
#define LUPREX_DLL_PATH "{INTEGRATION}/luprex/build/{OS}/luprexlib.{DLL}"
|
||||
#define LUPREX_ROOT_PATH "{INTEGRATION}/luprex"
|
||||
""")
|
||||
|
||||
#
|
||||
# Apply patch to the unreal engine source.
|
||||
# Restore any affected sourcefiles before applying patch.
|
||||
# Apply patch to the unreal engine source. Check out HEAD version of
|
||||
# affected sourcefiles before applying patch.
|
||||
#
|
||||
|
||||
print("Applying patch to Unreal Engine...")
|
||||
PATCHED_FILES = []
|
||||
for line in readfile(f"{INTEGRATION}/EnginePatches/EnginePatch").splitlines():
|
||||
if line.startswith("--- a/"):
|
||||
PATCHED_FILES.append(line[6:])
|
||||
if PATCHED_FILES:
|
||||
shell(UNREALENGINE, "git checkout HEAD -- " + " ".join(PATCHED_FILES))
|
||||
PATCH_LINES = Path(f"{INTEGRATION}/EnginePatches/EnginePatch").read_text().splitlines()
|
||||
PATCHED_FILES = [line[6:] for line in PATCH_LINES if line.startswith("--- a/")]
|
||||
for file in PATCHED_FILES:
|
||||
shell(UNREALENGINE, f"git show HEAD:{file} > {file}")
|
||||
shell(UNREALENGINE, f"git apply {INTEGRATION}/EnginePatches/EnginePatch")
|
||||
|
||||
#
|
||||
# Write Integration.uproject.
|
||||
#
|
||||
|
||||
macroexpand_json(f"{INTEGRATION}/Integration.uproject.tpl.json",
|
||||
f"{INTEGRATION}/Integration.uproject",
|
||||
JSONGLOBALS)
|
||||
expand_json_file(f"{INTEGRATION}/Integration.uproject.tpl.json",
|
||||
f"{INTEGRATION}/Integration.uproject")
|
||||
|
||||
#
|
||||
# Run Setup.sh in UNREALENGINE
|
||||
@@ -209,27 +181,11 @@ macroexpand_json(f"{INTEGRATION}/Integration.uproject.tpl.json",
|
||||
|
||||
shell(UNREALENGINE, f"{UNREALENGINE}/Setup.{BAT}")
|
||||
|
||||
#
|
||||
# Create a trivial makefile that calls into the unreal build system.
|
||||
#
|
||||
|
||||
writefile(f"{INTEGRATION}/Makefile", f"""
|
||||
# This makefile just invokes the unreal build system, then the luprex build system.
|
||||
|
||||
all:
|
||||
\t{UNREALENGINE}/Engine/Build/BatchFiles/Linux/Build.sh IntegrationEditor Linux DebugGame {INTEGRATION}/Integration.uproject -waitmutex
|
||||
\t(cd luprex ; make all)
|
||||
|
||||
clean:
|
||||
\t{UNREALENGINE}/Engine/Build/BatchFiles/Linux/Build.sh IntegrationEditor Linux DebugGame {INTEGRATION}/Integration.uproject -waitmutex -clean
|
||||
\t(cd luprex ; make clean)
|
||||
""")
|
||||
|
||||
#
|
||||
# Use UnrealBuildTool to generate Integration.code-workspace.ubt
|
||||
#
|
||||
# We're not going to use it, but we keep it as a reference that you can
|
||||
# use when editing Integration.workspace-template.
|
||||
# use when editing Integration.code-workspace.tpl.json.
|
||||
#
|
||||
|
||||
Path(f"{INTEGRATION}/Integration.code-workspace").unlink(missing_ok=True)
|
||||
@@ -238,19 +194,19 @@ shell(INTEGRATION, f'{UNREALENGINE}/GenerateProjectFiles.{BAT} -projectfiles -pr
|
||||
Path(f"{INTEGRATION}/Integration.code-workspace").rename(f"{INTEGRATION}/Integration.code-workspace.ubt")
|
||||
|
||||
#
|
||||
# Build Integration.code-workspace from Integration.workspace-template.
|
||||
# Build Integration.code-workspace from Integration.code-workspace.tpl.json.
|
||||
#
|
||||
|
||||
macroexpand_json(f"{INTEGRATION}/Integration.code-workspace.tpl.json",
|
||||
f"{INTEGRATION}/Integration.code-workspace",
|
||||
JSONGLOBALS)
|
||||
expand_json_file(f"{INTEGRATION}/Integration.code-workspace.tpl.json",
|
||||
f"{INTEGRATION}/Integration.code-workspace")
|
||||
|
||||
#
|
||||
# Do an initial build of Luprex
|
||||
# Create Makefile from Makefile.tpl.txt
|
||||
#
|
||||
|
||||
print("Building luprex...")
|
||||
shell(f"{INTEGRATION}/luprex", "make")
|
||||
expand_text_file(f"{INTEGRATION}/Makefile.tpl.txt",
|
||||
f"{INTEGRATION}/Makefile")
|
||||
|
||||
|
||||
#
|
||||
# Build ShaderCompileWorker
|
||||
@@ -262,9 +218,8 @@ Path(f"Engine/Binaries/{OS}/ShaderCompileWorker{DOT_EXE}").unlink(missing_ok=Tru
|
||||
shutil.copyfile(f"{UNREALENGINE}/Engine/Binaries/{OS}/ShaderCompileWorker-{OS}-Shipping{DOT_EXE}", f"{UNREALENGINE}/Engine/Binaries/{OS}/ShaderCompileWorker{DOT_EXE}")
|
||||
|
||||
#
|
||||
# Build Integration
|
||||
# Run Make
|
||||
#
|
||||
|
||||
print("Building integration...")
|
||||
shell(INTEGRATION, f'{UNREALENGINE}/Engine/Build/BatchFiles/{BUILD_BAT} IntegrationEditor {OS} DebugGame -project="{INTEGRATION}/Integration.uproject" -waitmutex')
|
||||
shell(INTEGRATION, 'make')
|
||||
|
||||
|
||||
Reference in New Issue
Block a user