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Nuke.Unreal
Build Unreal apps in Style.
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Target for packaging the current project we're working on. More...
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.
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| 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] |
Target for packaging the current project we're working on.
Definition at line 22 of file IPackageTargets.cs.
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.
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Same as running Package Project from Editor.
Definition at line 42 of file IPackageTargets.cs.