Nuke.Unreal
Build Unreal apps in Style.
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Nuke.Unreal.UnrealBuildTest Class Reference

Used only for testing purposes. It has no external use outside of Nuke.Unreal development. More...

Inheritance diagram for Nuke.Unreal.UnrealBuildTest:
Nuke.Unreal.UnrealBuild Nuke.Unreal.IUnrealBuild Nuke.Unreal.IUnrealBuild Nuke.Unreal.IUnrealBuild Nuke.Unreal.IUnrealBuild

Protected Member Functions

override void OnBuildCreated ()
 
virtual void Cleanup ()
 
virtual void PostBuildCheck ()
 
override void OnBuildFinished ()
 
- Protected Member Functions inherited from Nuke.Unreal.UnrealBuild
override void OnBuildCreated ()
 

Private Attributes

bool TestMode = false
 

Additional Inherited Members

- Public Member Functions inherited from Nuke.Unreal.UnrealBuild
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.
 
- Public Member Functions inherited from Nuke.Unreal.IUnrealBuild
- Public Attributes inherited from Nuke.Unreal.UnrealBuild
AbsolutePath? Output
 
bool IgnoreGlobalArgs = false
 
string? Tool
 
string? Cmd
 
- Properties inherited from Nuke.Unreal.UnrealBuild
virtual ? string UnrealVersion [get, set]
 
virtual UnrealPlatform Platform = UnrealPlatform.FromFlag(Unreal.GetHostPlatformFlag()) [get, set]
 
virtual UnrealConfig[] Config = [UnrealConfig.Development] [get, set]
 
virtual UnrealConfig[] EditorConfig = [UnrealConfig.Development] [get, set]
 
virtual UnrealTargetType[] TargetType = [UnrealTargetType.Game] [get, set]
 
virtual AndroidCookFlavor[] AndroidTextureMode = [ AndroidCookFlavor.Multi ] [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]
 Path to the Unreal plugins folder of this project.
 
string ProjectName [get]
 Short name of the project.
 
ProjectDescriptor ProjectDescriptor [get, protected set]
 "Immutable" C# representation of the .uproject contents
 
virtual Target HelpNukeUnreal [get]
 
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 SetupPlatformSdk [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]
 
LibraryTypeLibraryType [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]
 
- Properties inherited from Nuke.Unreal.IUnrealBuild

Detailed Description

Used only for testing purposes. It has no external use outside of Nuke.Unreal development.

Definition at line 14 of file UnrealBuildTest.cs.

Member Function Documentation

◆ Cleanup()

virtual void Nuke.Unreal.UnrealBuildTest.Cleanup ( )
protectedvirtual

Definition at line 25 of file UnrealBuildTest.cs.

◆ OnBuildCreated()

override void Nuke.Unreal.UnrealBuildTest.OnBuildCreated ( )
protected

Definition at line 19 of file UnrealBuildTest.cs.

◆ OnBuildFinished()

override void Nuke.Unreal.UnrealBuildTest.OnBuildFinished ( )
protected

Definition at line 33 of file UnrealBuildTest.cs.

◆ PostBuildCheck()

virtual void Nuke.Unreal.UnrealBuildTest.PostBuildCheck ( )
protectedvirtual

Definition at line 31 of file UnrealBuildTest.cs.

Member Data Documentation

◆ TestMode

bool Nuke.Unreal.UnrealBuildTest.TestMode = false
private

Definition at line 17 of file UnrealBuildTest.cs.


The documentation for this class was generated from the following file: