3using System.Collections.Generic;
6using System.IO.Compression;
9using Newtonsoft.Json.Linq;
11using Nuke.Common.Utilities.Collections;
14using Nuke.Common.Utilities;
46 | Same as running Package Project from Editor
50 | --AndroidTextureMode
60 var appLocalDir =
UnrealEnginePath /
"Engine" /
"Binaries" /
"ThirdParty" /
"AppLocalDependencies";
69 .AppLocalDirectory(appLocalDir)
81 .If(InvokedTargets.Contains(
Cook),
88 .If(
this.IsAndroidPlatform(), _ => _
A collection of utilities around basic functions regarding the environment of the Engine we're workin...
static ToolEx AutomationTool(EngineVersion ofVersion)
Prepare invocation for UAT.
Target for packaging the current project we're working on.
UatConfig UatPackage(UatConfig _)
UAT arguments to be applied every time UAT is called for Packaging. Explicitly implement this functio...
Target Package
Same as running Package Project from Editor.
Base interface for build components which require an UnrealBuild main class.
AbsolutePath UnrealEnginePath
Path to the root of the associated Unreal Engine installation/source.
UatConfig UatGlobal(UatConfig _)
UAT arguments to be applied globally for all UAT invocations. Override this function in your main bui...
string ProjectName
Short name of the project.
AndroidCookFlavor[] AndroidTextureMode
IEnumerable< string > GetArgumentBlock(string name="")
Get optionally named argument block (section after -->) with contextual data substituted....
UatConfig UatCook(UatConfig _)
UAT arguments to be applied every time UAT is called for Cooking. Override this function in your main...
AbsolutePath GetOutput()
Get an output folder where the targets should store their artifacts. Override this function in your m...
bool ForDistribution()
Enforce packaging for distribution when that is set from Game ini files. Override this function in yo...