Nuke.Unreal
Build Unreal apps in Style.
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Nuke.Unreal.IPackageTargets Interface Reference

Target for packaging the current project we're working on. More...

Inheritance diagram for Nuke.Unreal.IPackageTargets:
Nuke.Unreal.IUnrealBuild

Public Member Functions

UatConfig UatPackage (UatConfig _)
 UAT arguments to be applied every time UAT is called for Packaging. Explicitly implement this function in your main build class if your project needs extra intricacies for Packaging. For example specifying maps explicitly.
 
- Public Member Functions inherited from Nuke.Unreal.IUnrealBuild
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.
 
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.
 
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.
 
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.
 
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.
 
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.
 

Properties

Target Package [get]
 Same as running Package Project from Editor.
 
- Properties inherited from Nuke.Unreal.IUnrealBuild
UnrealPlatform Platform [get]
 
UnrealConfig[] Config [get]
 
UnrealConfig[] EditorConfig [get]
 
UnrealTargetType[] TargetType [get]
 
AndroidCookFlavor[] AndroidTextureMode [get]
 
AbsolutePath UnrealEnginePath [get]
 Path to the root of the associated Unreal Engine installation/source.
 
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]
 "Immutable" C# representation of the .uproject contents
 
AbsolutePath TemplatesPath [get]
 
string[] Name [get]
 
string[] Spec [get]
 
Target HelpNukeUnreal [get]
 
Target Info [get]
 
Target CleanDeployment [get]
 
Target CleanProject [get]
 
Target CleanPlugins [get]
 
Target Clean [get]
 
Target Switch [get]
 
Target Prepare [get]
 
Target Generate [get]
 
Target SetupPlatformSdk [get]
 
Target BuildEditor [get]
 
Target Build [get]
 
Target Cook [get]
 
Target EnsureBuildPluginSupport [get]
 
Target RunUat [get]
 
Target RunUbt [get]
 
Target RunShell [get]
 
Target Run [get]
 
Target RunEditorCmd [get]
 
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

Target for packaging the current project we're working on.

Definition at line 22 of file IPackageTargets.cs.

Member Function Documentation

◆ UatPackage()

UatConfig Nuke.Unreal.IPackageTargets.UatPackage ( UatConfig _)

UAT arguments to be applied every time UAT is called for Packaging. Explicitly implement this function in your main build class if your project needs extra intricacies for Packaging. For example specifying maps explicitly.

Property Documentation

◆ Package

Target Nuke.Unreal.IPackageTargets.Package
get

Same as running Package Project from Editor.

-->ubt (args.)
-->uat (args.)
AndroidCookFlavor[] AndroidTextureMode
UnrealPlatform Platform

Definition at line 42 of file IPackageTargets.cs.


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