improve target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguish x64 builds from arm64 on windows
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@@ -84,7 +84,14 @@ public class SenseGloveCoreImpl : ModuleRules
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string LibraryPathAnroidx64 = "";
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string LibraryName = "sgcore";
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if (Target.Platform == UnrealTargetPlatform.Android)
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bool bIsAndroid = Target.IsInPlatformGroup(UnrealPlatformGroup.Android);
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bool bIsLinux = Target.Platform == UnrealTargetPlatform.Linux;
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bool bIsLinuxArm64 = Target.Platform == UnrealTargetPlatform.LinuxArm64;
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bool bIsWin64 = Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) &&
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Target.WindowsPlatform.Architecture == UnrealArch.X64;
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bool bIsDebugBuild = (Target.Configuration == UnrealTargetConfiguration.Debug);
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if (bIsAndroid)
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{
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "android"));
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r25b"));
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@@ -94,7 +101,7 @@ public class SenseGloveCoreImpl : ModuleRules
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LibraryName = string.Format("lib{0}.a", LibraryName);
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}
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else if (Target.Platform == UnrealTargetPlatform.Linux)
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else if (bIsLinux)
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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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@@ -111,11 +118,7 @@ public class SenseGloveCoreImpl : ModuleRules
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
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}
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#if UE_5_0_OR_LATER
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else if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
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#else
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else if (Target.Platform == UnrealTargetPlatform.LinuxAArch64)
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#endif
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else if (bIsLinuxArm64)
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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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@@ -132,7 +135,7 @@ public class SenseGloveCoreImpl : ModuleRules
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
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}
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else if (Target.Platform == UnrealTargetPlatform.Win64)
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else if (bIsWin64)
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{
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "win64"));
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switch (Target.WindowsPlatform.Compiler)
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@@ -151,6 +154,7 @@ public class SenseGloveCoreImpl : ModuleRules
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Debug.Assert(false, "Unsupported engine version or compiler!");
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break;
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}
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LibraryName = string.Format("{0}.lib", LibraryName);
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}
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else
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@@ -161,11 +165,9 @@ public class SenseGloveCoreImpl : ModuleRules
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string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
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PrivateIncludePaths.Add(IncludePath);
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bool bDebug = (Target.Configuration == UnrealTargetConfiguration.Debug);
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if (Target.Platform == UnrealTargetPlatform.Android)
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if (bIsAndroid)
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{
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if (bDebug)
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if (bIsDebugBuild)
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{
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LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "debug"));
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LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "debug"));
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@@ -184,7 +186,7 @@ public class SenseGloveCoreImpl : ModuleRules
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}
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else
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{
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if (bDebug)
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if (bIsDebugBuild)
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{
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LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
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}
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