add initial ue5.2 support to the build system along with linux third-party libraries

This commit is contained in:
Mamadou Babaei
2023-02-07 08:54:49 +01:00
parent f257dc55a1
commit 7a1c189222
8 changed files with 39 additions and 3 deletions
@@ -83,6 +83,7 @@ public class SenseGloveConnectImpl : ModuleRules
if (Target.Platform == UnrealTargetPlatform.Android)
{
#if ! UE_5_2_OR_LATER
IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
List<string> Architectures = ToolChain.GetAllArchitectures();
foreach (string Arch in Architectures)
@@ -95,13 +96,18 @@ public class SenseGloveConnectImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "oculus"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#else
Debug.Assert(false, "Developing for Android on UE 5.2 is not yet supported!");
#endif
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_0_OR_LATER
#if UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#elif UE_5_0_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
#elif UE_4_27_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
@@ -178,6 +184,7 @@ public class SenseGloveConnectImpl : ModuleRules
if (Target.Platform == UnrealTargetPlatform.Android)
{
#if ! UE_5_2_OR_LATER
IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
List<string> Architectures = ToolChain.GetAllArchitectures();
foreach (string Arch in Architectures)
@@ -190,13 +197,18 @@ public class SenseGloveConnectImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "oculus"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#else
Debug.Assert(false, "Developing for Android on UE 5.2 is not yet supported!");
#endif
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_0_OR_LATER
#if UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#elif UE_5_0_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
#elif UE_4_27_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
@@ -82,6 +82,7 @@ public class SenseGloveCoreImpl : ModuleRules
if (Target.Platform == UnrealTargetPlatform.Android)
{
#if ! UE_5_2_OR_LATER
IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
List<string> Architectures = ToolChain.GetAllArchitectures();
foreach (string Arch in Architectures)
@@ -94,13 +95,18 @@ public class SenseGloveCoreImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "oculus"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#else
Debug.Assert(false, "Developing for Android on UE 5.2 is not yet supported!");
#endif
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_0_OR_LATER
#if UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#elif UE_5_0_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
#elif UE_4_27_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
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