add initial ue5.2 support to the build system along with linux third-party libraries
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@@ -83,6 +83,7 @@ public class SenseGloveConnectImpl : ModuleRules
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if (Target.Platform == UnrealTargetPlatform.Android)
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{
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#if ! UE_5_2_OR_LATER
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IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
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List<string> Architectures = ToolChain.GetAllArchitectures();
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foreach (string Arch in Architectures)
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@@ -95,13 +96,18 @@ public class SenseGloveConnectImpl : ModuleRules
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "oculus"));
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LibraryName = string.Format("lib{0}.a", LibraryName);
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#else
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Debug.Assert(false, "Developing for Android on UE 5.2 is not yet supported!");
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#endif
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}
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else if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
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LibraryName = string.Format("lib{0}.a", LibraryName);
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#if UE_5_0_OR_LATER
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#if UE_5_2_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
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#elif UE_5_0_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
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#elif UE_4_27_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
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@@ -178,6 +184,7 @@ public class SenseGloveConnectImpl : ModuleRules
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if (Target.Platform == UnrealTargetPlatform.Android)
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{
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#if ! UE_5_2_OR_LATER
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IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
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List<string> Architectures = ToolChain.GetAllArchitectures();
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foreach (string Arch in Architectures)
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@@ -190,13 +197,18 @@ public class SenseGloveConnectImpl : ModuleRules
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "oculus"));
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LibraryName = string.Format("lib{0}.a", LibraryName);
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#else
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Debug.Assert(false, "Developing for Android on UE 5.2 is not yet supported!");
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#endif
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}
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else if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
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LibraryName = string.Format("lib{0}.a", LibraryName);
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#if UE_5_0_OR_LATER
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#if UE_5_2_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
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#elif UE_5_0_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
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#elif UE_4_27_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
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@@ -82,6 +82,7 @@ public class SenseGloveCoreImpl : ModuleRules
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if (Target.Platform == UnrealTargetPlatform.Android)
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{
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#if ! UE_5_2_OR_LATER
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IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
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List<string> Architectures = ToolChain.GetAllArchitectures();
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foreach (string Arch in Architectures)
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@@ -94,13 +95,18 @@ public class SenseGloveCoreImpl : ModuleRules
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "oculus"));
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LibraryName = string.Format("lib{0}.a", LibraryName);
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#else
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Debug.Assert(false, "Developing for Android on UE 5.2 is not yet supported!");
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#endif
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}
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else if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
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LibraryName = string.Format("lib{0}.a", LibraryName);
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#if UE_5_0_OR_LATER
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#if UE_5_2_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
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#elif UE_5_0_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
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#elif UE_4_27_OR_LATER
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
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