Download LyraStarterGame/Source/LyraGame.Target.cs from Alexhas2/unitysamples: direct link, hf CLI and curl.
- Browser
- Download file 11.6 kB
-
https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame.Target.cs
- Command line
-
hf download hf://datasets/Alexhas2/unitysamples/LyraStarterGame/Source/LyraGame.Target.cs
-
curl -L -o LyraGame.Target.cs https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame.Target.cs
11.6 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| using UnrealBuildTool; | |
| using System; | |
| using System.IO; | |
| using EpicGames.Core; | |
| using System.Collections.Generic; | |
| using UnrealBuildBase; | |
| using Microsoft.Extensions.Logging; | |
| public class LyraGameTarget : TargetRules | |
| { | |
| public LyraGameTarget(TargetInfo Target) : base(Target) | |
| { | |
| Type = TargetType.Game; | |
| ExtraModuleNames.AddRange(new string[] { "LyraGame" }); | |
| LyraGameTarget.ApplySharedLyraTargetSettings(this); | |
| } | |
| private static bool bHasWarnedAboutShared = false; | |
| internal static void ApplySharedLyraTargetSettings(TargetRules Target) | |
| { | |
| ILogger Logger = Target.Logger; | |
| Target.DefaultBuildSettings = BuildSettingsVersion.V5; | |
| Target.IncludeOrderVersion = EngineIncludeOrderVersion.Latest; | |
| bool bIsTest = Target.Configuration == UnrealTargetConfiguration.Test; | |
| bool bIsShipping = Target.Configuration == UnrealTargetConfiguration.Shipping; | |
| bool bIsDedicatedServer = Target.Type == TargetType.Server; | |
| if (Target.BuildEnvironment == TargetBuildEnvironment.Unique) | |
| { | |
| Target.CppCompileWarningSettings.ShadowVariableWarningLevel = WarningLevel.Error; | |
| Target.bUseLoggingInShipping = true; | |
| Target.bTrackRHIResourceInfoForTest = true; | |
| if (bIsShipping && !bIsDedicatedServer) | |
| { | |
| // Make sure that we validate certificates for HTTPS traffic | |
| Target.bDisableUnverifiedCertificates = true; | |
| // Uncomment these lines to lock down the command line processing | |
| // This will only allow the specified command line arguments to be parsed | |
| //Target.GlobalDefinitions.Add("UE_COMMAND_LINE_USES_ALLOW_LIST=1"); | |
| //Target.GlobalDefinitions.Add("UE_OVERRIDE_COMMAND_LINE_ALLOW_LIST=\"-space -separated -list -of -commands\""); | |
| // Uncomment this line to filter out sensitive command line arguments that you | |
| // don't want to go into the log file (e.g., if you were uploading logs) | |
| //Target.GlobalDefinitions.Add("FILTER_COMMANDLINE_LOGGING=\"-some_connection_id -some_other_arg\""); | |
| } | |
| if (bIsShipping || bIsTest) | |
| { | |
| // Disable reading generated/non-ufs ini files | |
| Target.bAllowGeneratedIniWhenCooked = false; | |
| Target.bAllowNonUFSIniWhenCooked = false; | |
| } | |
| if (Target.Type != TargetType.Editor) | |
| { | |
| // We don't use the path tracer at runtime, only for beauty shots, and this DLL is quite large | |
| Target.DisablePlugins.Add("OpenImageDenoise"); | |
| // Reduce memory use in AssetRegistry always-loaded data, but add more cputime expensive queries | |
| Target.GlobalDefinitions.Add("UE_ASSETREGISTRY_INDIRECT_ASSETDATA_POINTERS=1"); | |
| } | |
| LyraGameTarget.ConfigureGameFeaturePlugins(Target); | |
| } | |
| else | |
| { | |
| // !!!!!!!!!!!! WARNING !!!!!!!!!!!!! | |
| // Any changes in here must not affect PCH generation, or the target | |
| // needs to be set to TargetBuildEnvironment.Unique | |
| // This only works in editor or Unique build environments | |
| if (Target.Type == TargetType.Editor) | |
| { | |
| LyraGameTarget.ConfigureGameFeaturePlugins(Target); | |
| } | |
| else | |
| { | |
| // Shared monolithic builds cannot enable/disable plugins or change any options because it tries to re-use the installed engine binaries | |
| if (!bHasWarnedAboutShared) | |
| { | |
| bHasWarnedAboutShared = true; | |
| Logger.LogWarning("LyraGameEOS and dynamic target options are disabled when packaging from an installed version of the engine"); | |
| } | |
| } | |
| } | |
| } | |
| static public bool ShouldEnableAllGameFeaturePlugins(TargetRules Target) | |
| { | |
| if (Target.Type == TargetType.Editor) | |
| { | |
| // With return true, editor builds will build all game feature plugins, but it may or may not load them all. | |
| // This is so you can enable plugins in the editor without needing to compile code. | |
| // return true; | |
| } | |
| bool bIsBuildMachine = (Environment.GetEnvironmentVariable("IsBuildMachine") == "1"); | |
| if (bIsBuildMachine) | |
| { | |
| // This could be used to enable all plugins for build machines | |
| // return true; | |
| } | |
| // By default use the default plugin rules as set by the plugin browser in the editor | |
| // This is important because this code may not be run at all for launcher-installed versions of the engine | |
| return false; | |
| } | |
| private static Dictionary<string, JsonObject> AllPluginRootJsonObjectsByName = new Dictionary<string, JsonObject>(); | |
| // Configures which game feature plugins we want to have enabled | |
| // This is a fairly simple implementation, but you might do things like build different | |
| // plugins based on the target release version of the current branch, e.g., enabling | |
| // work-in-progress features in main but disabling them in the current release branch. | |
| static public void ConfigureGameFeaturePlugins(TargetRules Target) | |
| { | |
| ILogger Logger = Target.Logger; | |
| Log.TraceInformationOnce("Compiling GameFeaturePlugins in branch {0}", Target.Version.BranchName); | |
| bool bBuildAllGameFeaturePlugins = ShouldEnableAllGameFeaturePlugins(Target); | |
| // Load all of the game feature .uplugin descriptors | |
| List<FileReference> CombinedPluginList = new List<FileReference>(); | |
| List<DirectoryReference> GameFeaturePluginRoots = Unreal.GetExtensionDirs(Target.ProjectFile.Directory, Path.Combine("Plugins", "GameFeatures")); | |
| foreach (DirectoryReference SearchDir in GameFeaturePluginRoots) | |
| { | |
| CombinedPluginList.AddRange(PluginsBase.EnumeratePlugins(SearchDir)); | |
| } | |
| if (CombinedPluginList.Count > 0) | |
| { | |
| Dictionary<string, List<string>> AllPluginReferencesByName = new Dictionary<string, List<string>>(); | |
| foreach (FileReference PluginFile in CombinedPluginList) | |
| { | |
| if (PluginFile != null && FileReference.Exists(PluginFile)) | |
| { | |
| bool bEnabled = false; | |
| bool bForceDisabled = false; | |
| try | |
| { | |
| JsonObject RawObject; | |
| if (!AllPluginRootJsonObjectsByName.TryGetValue(PluginFile.GetFileNameWithoutExtension(), out RawObject)) | |
| { | |
| RawObject = JsonObject.Read(PluginFile); | |
| AllPluginRootJsonObjectsByName.Add(PluginFile.GetFileNameWithoutExtension(), RawObject); | |
| } | |
| // Validate that all GameFeaturePlugins are disabled by default | |
| // If EnabledByDefault is true and a plugin is disabled the name will be embedded in the executable | |
| // If this is a problem, enable this warning and change the game feature editor plugin templates to disable EnabledByDefault for new plugins | |
| bool bEnabledByDefault = false; | |
| if (!RawObject.TryGetBoolField("EnabledByDefault", out bEnabledByDefault) || bEnabledByDefault == true) | |
| { | |
| //Log.TraceWarning("GameFeaturePlugin {0}, does not set EnabledByDefault to false. This is required for built-in GameFeaturePlugins.", PluginFile.GetFileNameWithoutExtension()); | |
| } | |
| // Validate that all GameFeaturePlugins are set to explicitly loaded | |
| // This is important because game feature plugins expect to be loaded after project startup | |
| bool bExplicitlyLoaded = false; | |
| if (!RawObject.TryGetBoolField("ExplicitlyLoaded", out bExplicitlyLoaded) || bExplicitlyLoaded == false) | |
| { | |
| Logger.LogWarning("GameFeaturePlugin {0}, does not set ExplicitlyLoaded to true. This is required for GameFeaturePlugins.", PluginFile.GetFileNameWithoutExtension()); | |
| } | |
| // You could read an additional field here that is project specific, e.g., | |
| //string PluginReleaseVersion; | |
| //if (RawObject.TryGetStringField("MyProjectReleaseVersion", out PluginReleaseVersion)) | |
| //{ | |
| // bEnabled = SomeFunctionOf(PluginReleaseVersion, CurrentReleaseVersion) || bBuildAllGameFeaturePlugins; | |
| //} | |
| if (bBuildAllGameFeaturePlugins) | |
| { | |
| // We are in a mode where we want all game feature plugins, except ones we can't load or compile | |
| bEnabled = true; | |
| } | |
| // Prevent using editor-only feature plugins in non-editor builds | |
| bool bEditorOnly = false; | |
| if (RawObject.TryGetBoolField("EditorOnly", out bEditorOnly)) | |
| { | |
| if (bEditorOnly && (Target.Type != TargetType.Editor) && !bBuildAllGameFeaturePlugins) | |
| { | |
| // The plugin is editor only and we are building a non-editor target, so it is disabled | |
| bForceDisabled = true; | |
| } | |
| } | |
| else | |
| { | |
| // EditorOnly is optional | |
| } | |
| // some plugins should only be available in certain branches | |
| string RestrictToBranch; | |
| if (RawObject.TryGetStringField("RestrictToBranch", out RestrictToBranch)) | |
| { | |
| if (!Target.Version.BranchName.Equals(RestrictToBranch, StringComparison.OrdinalIgnoreCase)) | |
| { | |
| // The plugin is for a specific branch, and this isn't it | |
| bForceDisabled = true; | |
| Logger.LogDebug("GameFeaturePlugin {Name} was marked as restricted to other branches. Disabling.", PluginFile.GetFileNameWithoutExtension()); | |
| } | |
| else | |
| { | |
| Logger.LogDebug("GameFeaturePlugin {Name} was marked as restricted to this branch. Leaving enabled.", PluginFile.GetFileNameWithoutExtension()); | |
| } | |
| } | |
| // Plugins can be marked as NeverBuild which overrides the above | |
| bool bNeverBuild = false; | |
| if (RawObject.TryGetBoolField("NeverBuild", out bNeverBuild) && bNeverBuild) | |
| { | |
| // This plugin was marked to never compile, so don't | |
| bForceDisabled = true; | |
| Logger.LogDebug("GameFeaturePlugin {Name} was marked as NeverBuild, disabling.", PluginFile.GetFileNameWithoutExtension()); | |
| } | |
| // Keep track of plugin references for validation later | |
| JsonObject[] PluginReferencesArray; | |
| if (RawObject.TryGetObjectArrayField("Plugins", out PluginReferencesArray)) | |
| { | |
| foreach (JsonObject ReferenceObject in PluginReferencesArray) | |
| { | |
| bool bRefEnabled = false; | |
| if (ReferenceObject.TryGetBoolField("Enabled", out bRefEnabled) && bRefEnabled == true) | |
| { | |
| string PluginReferenceName; | |
| if (ReferenceObject.TryGetStringField("Name", out PluginReferenceName)) | |
| { | |
| string ReferencerName = PluginFile.GetFileNameWithoutExtension(); | |
| if (!AllPluginReferencesByName.ContainsKey(ReferencerName)) | |
| { | |
| AllPluginReferencesByName[ReferencerName] = new List<string>(); | |
| } | |
| AllPluginReferencesByName[ReferencerName].Add(PluginReferenceName); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| catch (Exception ParseException) | |
| { | |
| Logger.LogWarning("Failed to parse GameFeaturePlugin file {Name}, disabling. Exception: {1}", PluginFile.GetFileNameWithoutExtension(), ParseException.Message); | |
| bForceDisabled = true; | |
| } | |
| // Disabled has priority over enabled | |
| if (bForceDisabled) | |
| { | |
| bEnabled = false; | |
| } | |
| // Print out the final decision for this plugin | |
| Logger.LogDebug("ConfigureGameFeaturePlugins() has decided to {Action} feature {Name}", bEnabled ? "enable" : (bForceDisabled ? "disable" : "ignore"), PluginFile.GetFileNameWithoutExtension()); | |
| // Enable or disable it | |
| if (bEnabled) | |
| { | |
| Target.EnablePlugins.Add(PluginFile.GetFileNameWithoutExtension()); | |
| } | |
| else if (bForceDisabled) | |
| { | |
| Target.DisablePlugins.Add(PluginFile.GetFileNameWithoutExtension()); | |
| } | |
| } | |
| } | |
| // If you use something like a release version, consider doing a reference validation to make sure | |
| // that plugins with sooner release versions don't depend on content with later release versions | |
| } | |
| } | |
| } | |