Download LyraStarterGame/Build/LyraBuild.xml from Alexhas2/unitysamples: direct link, hf CLI and curl.
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6.49 kB
| <BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../Schema.xsd" > | |
| <Option Name="EditorCompileArgs" DefaultValue="" Description="Arguments to be used for EditorTarget Compile"/> | |
| <Option Name="ExtraToolCompileArguments" DefaultValue="" Description="Arguments to be used for Tool Compile"/> | |
| <Option Name="ExtraTargetCompileArguments" DefaultValue="" Description="Arguments to be used for Client Compile"/> | |
| <Option Name="TargetPlatforms" Restrict="[^ ]*" DefaultValue="Win64" Description="List of the target platforms to build for, separated by semicolons, eg. Win64;Win32;Android"/> | |
| <Option Name="OutputDir" DefaultValue="$(RootDir)\LocalBuilds\LyraBinaries" Description ="Output directory for compiled binaries"/> | |
| <Option Name="Versioned" Restrict="true|false" DefaultValue="$(IsBuildMachine)" Description="Whether to embed changelist number into binaries"/> | |
| <Option Name="PCBSubmitPath" Restrict="(?://.*)?" DefaultValue="" Description="Where in Perforce to submit the PCBs to."/> | |
| <Option Name="PreflightChange" Restrict="\d*" DefaultValue="" Description="The shelved changelist number in a preflight build; empty otherwise"/> | |
| <Property Name="IsPreflight" Value="true" If="'$(PreflightChange)' != ''"/> | |
| <Property Name="IsPreflight" Value="false" If="'$(PreflightChange)' == ''"/> | |
| <EnvVar Name="COMPUTERNAME"/> | |
| <EnvVar Name="P4CLIENT"/> | |
| <Agent Name="Submit Lyra PCBs" Type="CompileWin64;Win64"> | |
| <!-- Update the engine version files --> | |
| <Node Name="Update Version Files"> | |
| <SetVersion Change="$(Change)" Branch="$(EscapedBranch)" If="$(Versioned)"/> | |
| </Node> | |
| <!-- Compile the tool executables --> | |
| <Node Name="Compile Tools Win64" Requires="Update Version Files" Produces="#ToolBinaries"> | |
| <Compile Target="ShaderCompileWorker" Platform="Win64" Configuration="Development" Arguments="$(ExtraToolCompileArguments)" Tag="#ToolBinaries"/> | |
| <Compile Target="UnrealLightmass" Platform="Win64" Configuration="Development" Arguments="$(ExtraToolCompileArguments)" Tag="#ToolBinaries"/> | |
| <Compile Target="UnrealPak" Platform="Win64" Configuration="Development" Arguments="$(ExtraToolCompileArguments)" Tag="#ToolBinaries"/> | |
| <Compile Target="CrashReportClientEditor" Configuration="Shipping" Platform="Win64" Arguments="$(ExtraToolCompileArguments)" Tag="#ToolBinaries"/> | |
| <Compile Target="UnrealInsights" Platform="Win64" Configuration="Shipping" Arguments="$(ExtraToolCompileArguments)" Tag="#ToolBinaries"/> | |
| <!-- | |
| This exe is a copy of ShaderCompileWorker.exe, created as a post-build step. See \Engine\Source\Programs\ShaderCompileWorker\ShaderCompileWorker.Target.cs. | |
| It's needed for shader compilation to work with Incredibuild. | |
| --> | |
| <Tag Files="$(RootDir)\Engine\Binaries\Win64\XGEControlWorker.exe" With="#ToolBinaries"/> | |
| </Node> | |
| <!-- Compile the editor executable --> | |
| <Node Name="Compile LyraEditor Win64" Requires="Compile Tools Win64" Produces="#EditorBinaries"> | |
| <Compile Target="LyraEditor" Platform="Win64" Configuration="Development" Tag="#EditorBinaries" Arguments="$(EditorCompileArgs)"/> | |
| </Node> | |
| <!-- Compile the game targets --> | |
| <Property Name="GameBinaries" Value=""/> | |
| <ForEach Name="TargetPlatform" Values="$(TargetPlatforms)"> | |
| <Node Name="Compile LyraGame $(TargetPlatform)" Requires="Compile Tools Win64" Produces="#GameBinaries_LyraGame_$(TargetPlatform)"> | |
| <Compile Target="LyraGame" Platform="$(TargetPlatform)" Configuration="Development" Arguments="$(ExtraTargetCompileArguments)" Tag="#GameBinaries_LyraGame_$(TargetPlatform)"/> | |
| <Compile Target="LyraGame" Platform="$(TargetPlatform)" Configuration="Shipping" Arguments="$(ExtraTargetCompileArguments)" Tag="#GameBinaries_LyraGame_$(TargetPlatform)"/> | |
| </Node> | |
| <Property Name="GameBinaries" Value="$(GameBinaries)#GameBinaries_LyraGame_$(TargetPlatform);"/> | |
| </ForEach> | |
| <!-- Copy all the files to the output directory --> | |
| <Node Name="Tag Output Files" Requires="#ToolBinaries;#EditorBinaries;$(GameBinaries)" Produces="#OutputFiles"> | |
| <Tag Files="#ToolBinaries;#EditorBinaries;$(GameBinaries)" Except=".../Intermediate/..." With="#OutputFiles"/> | |
| </Node> | |
| <!-- Copy all the files to the output directory --> | |
| <Node Name="Copy To Staging Directory" Requires="#OutputFiles"> | |
| <Delete Files="$(OutputDir)/..."/> | |
| <Copy Files="#OutputFiles" From="$(RootDir)" To="$(OutputDir)"/> | |
| </Node> | |
| <!-- Create a zip archive and submit that to Perforce for use by UGS --> | |
| <Node Name="Submit To Perforce For UGS" Requires="#OutputFiles"> | |
| <!-- Clear out the archive directory --> | |
| <Property Name="ArchiveDir" Value="$(RootDir)\LocalBuilds\ArchiveForUGS"/> | |
| <Delete Files="$(ArchiveDir)\..."/> | |
| <!-- Tag required files from UAT and UBT that will already have been built --> | |
| <Tag Files="Engine/Source/Programs/AutomationTool/..." Filter="*.csproj" With="#UAT Projects"/> | |
| <CsCompile Project="#UAT Projects" Configuration="Development" Platform="AnyCPU" Tag="#ArchiveFiles" EnumerateOnly="true"/> | |
| <!-- Partition all the binaries and symbols --> | |
| <Tag Files="#OutputFiles" Except=".../Intermediate/..." With="#ArchiveFiles"/> | |
| <Tag Files="#ArchiveFiles" Except="*.pdb" With="#ArchiveBinaries"/> | |
| <Tag Files="#ArchiveFiles" Filter="*.pdb" With="#ArchiveSymbols"/> | |
| <!-- Stage all the files to be archived --> | |
| <Property Name="ArchiveStagingDir" Value="$(ArchiveDir)\Staging"/> | |
| <Copy Files="#ArchiveBinaries" From="$(RootDir)" To="$(ArchiveStagingDir)"/> | |
| <Strip Files="#ArchiveSymbols" BaseDir="$(RootDir)" OutputDir="$(ArchiveStagingDir)" Platform="Win64"/> | |
| <!-- Create the zip file and submit it to Perforce --> | |
| <Property Name="ArchivePerforceDir" Value="$(ArchiveDir)\Perforce"/> | |
| <Property Name="ArchiveFile" Value="$(ArchivePerforceDir)\$(EscapedBranch)-LyraEditor.zip"/> | |
| <Zip FromDir="$(ArchiveStagingDir)" ZipFile="$(ArchiveFile)"/> | |
| <Property Name="SubmitClient" Value="$(COMPUTERNAME)_ArchiveForUGS"/> | |
| <Property Name="SubmitClient" Value="$(P4CLIENT)_ArchiveForUGS" If="$(IsBuildMachine)"/> | |
| <Submit Description="[CL $(CodeChange)] Updated binaries" Files="$(ArchiveFile)" FileType="binary+FS32" Workspace="$(SubmitClient)" Stream="$(PCBSubmitPath)" RootDir="$(ArchivePerforceDir)"/> | |
| </Node> | |
| </Agent> | |
| </BuildGraph> | |