|
| virtual AbsolutePath | GetOutput () |
| | Get an output folder where the targets should store their artifacts. Override this function in your main build class to enforce your own.
|
| |
| virtual UbtConfig | UbtGlobal (UbtConfig _) |
| | UBT arguments to be applied globally for all UBT invocations. Override this function in your main build class if your project needs extra intricacies for everything what UBT may do through Nuke.Unreal.
|
| |
| virtual UatConfig | UatGlobal (UatConfig _) |
| | UAT arguments to be applied globally for all UAT invocations. Override this function in your main build class if your project needs extra intricacies for everything what UAT may do through Nuke.Unreal.
|
| |
| EngineVersion | GetEngineVersionFromProject () |
| | Utility function to get the proper Engine version associated with current project. Rather use Unreal.Version static function, that looks nicer.
|
| |
| virtual void | PrintInfo () |
| | Print some rudimentary information onto console about this project and it's environment. Override this function in your main build class if your project may have its own important info like this useful for debugging.
|
| |
| virtual IEnumerable< string > | GetArgumentBlock (string name="") |
| | Get optionally named argument block (section after -->) with contextual data substituted.
-
~p Project file path
-
~pdir Project folder
-
~ue Unreal Engine folder
|
| |
| ConfigIni | ReadIniHierarchy (string shortName, IniHierarchyLevel lowestLevel=IniHierarchyLevel.Base, IniHierarchyLevel highestLevel=IniHierarchyLevel.Saved, bool considerPlugins=true, IEnumerable< string >? extraConfigSubfolder=null) |
| | Read INI configuration emulating the same hierarchy of importance as Unreal Engine also does.
|
| |
| virtual UatConfig | UatCook (UatConfig _) |
| | UAT arguments to be applied every time UAT is called for Cooking. Override this function in your main build class if your project needs extra intricacies for Cooking. For example specifying maps explicitly.
|
| |
| virtual bool | ForDistribution () |
| | Enforce packaging for distribution when that is set from Game ini files. Override this function in your main build class if you want a different logic set for flagging packages for distribution.
|
| |
| AbsolutePath? | Output |
| |
| bool | IgnoreGlobalArgs = false |
| |
| string? | Tool |
| |
| string? | Cmd |
| |
| virtual ? string | UnrealVersion [get, set] |
| | Most targets read the desired Unreal version from the project file.
|
| |
| virtual UnrealPlatform | Platform = UnrealPlatform.FromFlag(Unreal.GetDefaultPlatform()) [get, set] |
| |
| virtual UnrealConfig[] | Config = [UnrealConfig.Development] [get, set] |
| |
| virtual UnrealConfig[] | EditorConfig = [UnrealConfig.Development] [get, set] |
| |
| virtual UnrealTargetType[] | TargetType = [UnrealTargetType.Game] [get, set] |
| |
| AbsolutePath | UnrealEnginePath [get] |
| | Path to the root of the associated Unreal Engine installation/source.
|
| |
| virtual AbsolutePath | ProjectPath [get] |
| |
| AbsolutePath | ProjectFolder [get] |
| | Path to folder containing the .project file.
|
| |
| AbsolutePath | PluginsFolder [get] |
| |
| string | ProjectName [get] |
| | Short name of the project.
|
| |
| ProjectDescriptor | ProjectDescriptor [get, protected set] |
| | "Immutable" C# representation of the .uproject contents
|
| |
| virtual bool | IsPerforce [get] |
| | Does this project reside in a Perforce workspace?
|
| |
| virtual Target | Info [get] |
| |
| virtual Target | CleanDeployment [get] |
| |
| virtual Target | CleanProject [get] |
| |
| virtual Target | CleanPlugins [get] |
| |
| virtual Target | Clean [get] |
| |
| virtual Target | Switch [get] |
| |
| virtual Target | Prepare [get] |
| |
| virtual Target | Generate [get] |
| |
| virtual Target | BuildEditor [get] |
| |
| virtual Target | Build [get] |
| |
| virtual Target | Cook [get] |
| |
| virtual Target | EnsureBuildPluginSupport [get] |
| |
| virtual Target | RunUat [get] |
| |
| virtual Target | RunUbt [get] |
| |
| virtual Target | RunShell [get] |
| |
| virtual Target | Run [get] |
| |
| virtual Target | RunEditorCmd [get] |
| |
| virtual AbsolutePath | TemplatesPath = BoilerplateGenerator.DefaultTemplateFolder [get, set] |
| |
| string[] | Name = [] [get, set] |
| |
| virtual string[] | Spec = [] [get, set] |
| |
| string? | Suffix [get, set] |
| |
| LibraryType? | LibraryType [get, set] |
| |
| bool | AddToTarget [get, set] |
| |
| Target | NewModule [get] |
| |
| Target | AddCode [get] |
| |
| Target | NewPlugin [get] |
| |
| Target | NewActor [get] |
| |
| Target | NewInterface [get] |
| |
| Target | NewObject [get] |
| |
| Target | NewStruct [get] |
| |
| Target | NewSpec [get] |
| |
| Target | UseLibrary [get] |
| |
| Target | UseXRepo [get] |
| |
| Target | UseCMake [get] |
| |
| Target | UseHeaderOnly [get] |
| |
Used only for testing purposes. It has no external use outside of Nuke.Unreal development.
Definition at line 13 of file UnrealBuildTest.cs.