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

Protected Member Functions

override void OnBuildCreated ()
 
virtual void Cleanup ()
 
virtual void PostBuildCheck ()
 
override void OnBuildFinished ()
 
- Protected Member Functions inherited from Nuke.Unreal.UnrealBuild
Self< T > ()
 Shortcut to casting this to another class.
 
T? SelfAs< T > ()
 Shortcut to casting this to another class.
 
override void OnBuildInitialized ()
 

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 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]
 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]
 
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]
 

Detailed Description

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

Definition at line 13 of file UnrealBuildTest.cs.

Member Function Documentation

◆ Cleanup()

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

Definition at line 21 of file UnrealBuildTest.cs.

◆ OnBuildCreated()

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

Definition at line 15 of file UnrealBuildTest.cs.

◆ OnBuildFinished()

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

Definition at line 29 of file UnrealBuildTest.cs.

◆ PostBuildCheck()

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

Definition at line 27 of file UnrealBuildTest.cs.


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