The main build class Unreal projects using Nuke.Unreal should inherit from. This class contains all base targets for use-cases which are relevant for 99% of Unreal project development tasks.
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| 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.
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| 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.
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| 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.
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| EngineVersion | GetEngineVersionFromProject () |
| | Utility function to get the proper Engine version associated with current project. Rather use Unreal.Version static function, that looks nicer.
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| 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.
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| virtual IEnumerable< string > | GetArgumentBlock (string name="") |
| | Get optionally named argument block (section after -->) with contextual data substituted.
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~p Project file path
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~pdir Project folder
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~ue Unreal Engine folder
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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.
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| 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.
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| 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.
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| virtual ? string | UnrealVersion [get, set] |
| | Most targets read the desired Unreal version from the project file.
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| virtual UnrealPlatform | Platform = UnrealPlatform.FromFlag(Unreal.GetDefaultPlatform()) [get, set] |
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| virtual UnrealConfig[] | Config = [UnrealConfig.Development] [get, set] |
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| virtual UnrealConfig[] | EditorConfig = [UnrealConfig.Development] [get, set] |
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| virtual UnrealTargetType[] | TargetType = [UnrealTargetType.Game] [get, set] |
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| AbsolutePath | UnrealEnginePath [get] |
| | Path to the root of the associated Unreal Engine installation/source.
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| virtual AbsolutePath | ProjectPath [get] |
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| AbsolutePath | ProjectFolder [get] |
| | Path to folder containing the .project file.
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| AbsolutePath | PluginsFolder [get] |
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| string | ProjectName [get] |
| | Short name of the project.
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| ProjectDescriptor | ProjectDescriptor [get, protected set] |
| | "Immutable" C# representation of the .uproject contents
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| virtual bool | IsPerforce [get] |
| | Does this project reside in a Perforce workspace?
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| virtual Target | Info [get] |
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| virtual Target | CleanDeployment [get] |
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| virtual Target | CleanProject [get] |
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| virtual Target | CleanPlugins [get] |
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| virtual Target | Clean [get] |
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| virtual Target | Switch [get] |
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| virtual Target | Prepare [get] |
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| virtual Target | Generate [get] |
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| virtual Target | BuildEditor [get] |
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| virtual Target | Build [get] |
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| virtual Target | Cook [get] |
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| virtual Target | EnsureBuildPluginSupport [get] |
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| virtual Target | RunUat [get] |
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| virtual Target | RunUbt [get] |
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| virtual Target | RunShell [get] |
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| virtual Target | Run [get] |
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| virtual Target | RunEditorCmd [get] |
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| virtual AbsolutePath | TemplatesPath = BoilerplateGenerator.DefaultTemplateFolder [get, set] |
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| string[] | Name = [] [get, set] |
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| virtual string[] | Spec = [] [get, set] |
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| string? | Suffix [get, set] |
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| LibraryType? | LibraryType [get, set] |
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| bool | AddToTarget [get, set] |
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| Target | NewModule [get] |
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| Target | AddCode [get] |
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| Target | NewPlugin [get] |
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| Target | NewActor [get] |
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| Target | NewInterface [get] |
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| Target | NewObject [get] |
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| Target | NewStruct [get] |
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| Target | NewSpec [get] |
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| Target | UseLibrary [get] |
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| Target | UseXRepo [get] |
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| Target | UseCMake [get] |
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| Target | UseHeaderOnly [get] |
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The main build class Unreal projects using Nuke.Unreal should inherit from. This class contains all base targets for use-cases which are relevant for 99% of Unreal project development tasks.
Definition at line 13 of file UnrealBuild.Templating.cs.
◆ ForDistribution()
| virtual bool Nuke.Unreal.UnrealBuild.ForDistribution |
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| ) |
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virtual |
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.
Definition at line 184 of file UnrealBuild.Targets.cs.
◆ GetArgumentBlock()
| virtual IEnumerable< string > Nuke.Unreal.UnrealBuild.GetArgumentBlock |
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string | name = "" | ) |
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virtual |
Get optionally named argument block (section after -->) with contextual data substituted.
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~p Project file path
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~pdir Project folder
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~ue Unreal Engine folder
◆ GetEngineVersionFromProject()
| EngineVersion Nuke.Unreal.UnrealBuild.GetEngineVersionFromProject |
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Utility function to get the proper Engine version associated with current project. Rather use Unreal.Version static function, that looks nicer.
Definition at line 126 of file UnrealBuild.cs.
◆ GetOutput()
| virtual AbsolutePath Nuke.Unreal.UnrealBuild.GetOutput |
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virtual |
Get an output folder where the targets should store their artifacts. Override this function in your main build class to enforce your own.
◆ OnBuildInitialized()
| override void Nuke.Unreal.UnrealBuild.OnBuildInitialized |
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◆ PrintInfo()
| virtual void Nuke.Unreal.UnrealBuild.PrintInfo |
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virtual |
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.
Definition at line 147 of file UnrealBuild.cs.
◆ ReadIniHierarchy()
| ConfigIni Nuke.Unreal.UnrealBuild.ReadIniHierarchy |
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string | shortName, |
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IniHierarchyLevel | lowestLevel = IniHierarchyLevel::Base, |
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IniHierarchyLevel | highestLevel = IniHierarchyLevel::Saved, |
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bool | considerPlugins = true, |
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IEnumerable< string >? | extraConfigSubfolder = null ) |
Read INI configuration emulating the same hierarchy of importance as Unreal Engine also does.
- Parameters
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| shortName | The name of the configuration like Game or Engine |
| lowestLevel | The least important level of hierarchy for reading this config. Default is Base |
| highestLevel | The maximum important level of hierarchy for reading this config Default is Saved |
| considerPlugins | If true also consider config files found in plugins. Default if true. |
| extraConfigSubfolder | Manually add extra configuration subfolders which may be outside of the normal sources of config files. |
- Returns
- The parsed contents of the indicated config name
Definition at line 197 of file UnrealBuild.cs.
◆ Self< T >()
| T Nuke.Unreal.UnrealBuild.Self< T > |
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protected |
Shortcut to casting this to another class.
◆ SelfAs< T >()
| T? Nuke.Unreal.UnrealBuild.SelfAs< T > |
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protected |
Shortcut to casting this to another class.
◆ UatCook()
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.
◆ UatGlobal()
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.
Definition at line 110 of file UnrealBuild.cs.
◆ UbtGlobal()
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.
These arguments are also propagated to all UAT invocations through its -UbtArgs
◆ _engineVersionCache
| EngineVersion? Nuke.Unreal.UnrealBuild._engineVersionCache = null |
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private |
◆ _isPerforceCache
| bool? Nuke.Unreal.UnrealBuild._isPerforceCache = null |
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private |
◆ _projectCache
| AbsolutePath? Nuke.Unreal.UnrealBuild._projectCache = null |
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◆ _projectDescriptor
◆ Cmd
| string? Nuke.Unreal.UnrealBuild.Cmd |
◆ IgnoreGlobalArgs
| bool Nuke.Unreal.UnrealBuild.IgnoreGlobalArgs = false |
◆ Output
| AbsolutePath? Nuke.Unreal.UnrealBuild.Output |
◆ Tool
| string? Nuke.Unreal.UnrealBuild.Tool |
◆ AddCode
| Target Nuke.Unreal.UnrealBuild.AddCode |
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get |
◆ AddToTarget
| bool Nuke.Unreal.UnrealBuild.AddToTarget |
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getset |
◆ Build
| virtual Target Nuke.Unreal.UnrealBuild.Build |
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get |
◆ BuildEditor
| virtual Target Nuke.Unreal.UnrealBuild.BuildEditor |
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get |
◆ Clean
| virtual Target Nuke.Unreal.UnrealBuild.Clean |
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get |
◆ CleanDeployment
| virtual Target Nuke.Unreal.UnrealBuild.CleanDeployment |
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get |
◆ CleanPlugins
| virtual Target Nuke.Unreal.UnrealBuild.CleanPlugins |
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get |
◆ CleanProject
| virtual Target Nuke.Unreal.UnrealBuild.CleanProject |
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get |
◆ Config
| virtual UnrealConfig [] Nuke.Unreal.UnrealBuild.Config = [UnrealConfig.Development] |
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getset |
◆ Cook
| virtual Target Nuke.Unreal.UnrealBuild.Cook |
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get |
◆ EditorConfig
| virtual UnrealConfig [] Nuke.Unreal.UnrealBuild.EditorConfig = [UnrealConfig.Development] |
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getset |
◆ EnsureBuildPluginSupport
| virtual Target Nuke.Unreal.UnrealBuild.EnsureBuildPluginSupport |
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get |
◆ Generate
| virtual Target Nuke.Unreal.UnrealBuild.Generate |
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get |
◆ Info
| virtual Target Nuke.Unreal.UnrealBuild.Info |
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get |
◆ IsPerforce
| virtual bool Nuke.Unreal.UnrealBuild.IsPerforce |
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get |
◆ LibraryType
◆ Name
| string [] Nuke.Unreal.UnrealBuild.Name = [] |
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getset |
◆ NewActor
| Target Nuke.Unreal.UnrealBuild.NewActor |
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get |
◆ NewInterface
| Target Nuke.Unreal.UnrealBuild.NewInterface |
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get |
◆ NewModule
| Target Nuke.Unreal.UnrealBuild.NewModule |
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get |
◆ NewObject
| Target Nuke.Unreal.UnrealBuild.NewObject |
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get |
◆ NewPlugin
| Target Nuke.Unreal.UnrealBuild.NewPlugin |
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get |
◆ NewSpec
| Target Nuke.Unreal.UnrealBuild.NewSpec |
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get |
◆ NewStruct
| Target Nuke.Unreal.UnrealBuild.NewStruct |
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get |
◆ Platform
◆ PluginsFolder
| AbsolutePath Nuke.Unreal.UnrealBuild.PluginsFolder |
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get |
◆ Prepare
| virtual Target Nuke.Unreal.UnrealBuild.Prepare |
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get |
◆ ProjectDescriptor
| ProjectDescriptor Nuke.Unreal.UnrealBuild.ProjectDescriptor |
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getprotected set |
◆ ProjectFolder
| AbsolutePath Nuke.Unreal.UnrealBuild.ProjectFolder |
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get |
◆ ProjectName
| string Nuke.Unreal.UnrealBuild.ProjectName |
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get |
◆ ProjectPath
| virtual AbsolutePath Nuke.Unreal.UnrealBuild.ProjectPath |
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get |
Optionally specify a path to a .uproject file.
If not overridden Nuke.Unreal will traverse upwards on the directory tree, then sift through all subdirectories recursively (ignoring some known folders)
Definition at line 26 of file UnrealBuild.Project.cs.
◆ Run
| virtual Target Nuke.Unreal.UnrealBuild.Run |
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get |
◆ RunEditorCmd
| virtual Target Nuke.Unreal.UnrealBuild.RunEditorCmd |
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get |
◆ RunShell
| virtual Target Nuke.Unreal.UnrealBuild.RunShell |
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get |
◆ RunUat
| virtual Target Nuke.Unreal.UnrealBuild.RunUat |
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get |
◆ RunUbt
| virtual Target Nuke.Unreal.UnrealBuild.RunUbt |
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get |
◆ Spec
| virtual string [] Nuke.Unreal.UnrealBuild.Spec = [] |
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getset |
◆ Suffix
| string? Nuke.Unreal.UnrealBuild.Suffix |
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getset |
◆ Switch
| virtual Target Nuke.Unreal.UnrealBuild.Switch |
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get |
◆ TargetType
◆ TemplatesPath
| virtual AbsolutePath Nuke.Unreal.UnrealBuild.TemplatesPath = BoilerplateGenerator.DefaultTemplateFolder |
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getset |
◆ UnrealEnginePath
| AbsolutePath Nuke.Unreal.UnrealBuild.UnrealEnginePath |
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get |
Path to the root of the associated Unreal Engine installation/source.
Definition at line 140 of file UnrealBuild.cs.
◆ UnrealVersion
| virtual ? string Nuke.Unreal.UnrealBuild.UnrealVersion |
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getset |
Most targets read the desired Unreal version from the project file.
Definition at line 72 of file UnrealBuild.cs.
◆ UseCMake
| Target Nuke.Unreal.UnrealBuild.UseCMake |
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get |
◆ UseHeaderOnly
| Target Nuke.Unreal.UnrealBuild.UseHeaderOnly |
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get |
◆ UseLibrary
| Target Nuke.Unreal.UnrealBuild.UseLibrary |
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get |
◆ UseXRepo
| Target Nuke.Unreal.UnrealBuild.UseXRepo |
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get |
The documentation for this class was generated from the following files: