/ Specifies the name of the executable if it differs from the InName / Specifies the type of the targtet to generate. / Name of the target that may be built. TryParseArrayKeyValue(Line, LineMin, LineMax, FindKey, Values) Check if it's the section we're looking for.īInCorrectSection = (FindSection.Length = LineMax - LineMin - 2 & String.Compare(Line, LineMin + 1, FindSection, 0, LineMax - LineMin - 2) = 0) While(LineMin LineMin & Char.IsWhiteSpace(Line)) LineMax. Skip the whitespace at the start of the line Public static void ReadArray(string ProjectDirectory, UnrealTargetPlatform Platform, string BaseIniName, string FindSection, string FindKey, List Values)įoreach (string IniFileName in EnumerateIniFileNames(ProjectDirectory, Platform, BaseIniName))įoreach(string Line in File.ReadAllLines(IniFileName)) / Reads an array from the config files, matching a given section and key.
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String Arguments = String.Format("-plugin ) If(Module.IsCompiledInConfiguration(Platform, TargetType, bBuildDeveloperTools, bBuildEditor)) Find a list of modules that need to be built for this pluginįoreach(ModuleDescriptor Module in Plugin.Modules)īool bBuildDeveloperTools = (TargetType = || TargetType = ) īool bBuildEditor = (TargetType = ) Static void AddPluginToAgenda(UE4Build.BuildAgenda Agenda, string PluginFileName, PluginDescriptor Plugin, string TargetName, TargetRules.TargetType TargetType, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, List ReceiptFileNames, string InAdditionalArgs) OutputPath = OutputPath.Replace("Engine\\Binaries", InGameName + "\\Binaries") If (InRulesObject.bOutputToEngineBinaries = false) We want the output to go into the \Binaries folder (Platform = UnrealTargetPlatform.WinRT_ARM)) (Platform = UnrealTargetPlatform.WinRT) || If ((UnrealBuildTool.IsDesktopPlatform(Platform) = false) || InAdditionalDefinitions: InAdditionalDefinitions, : base(InAppName: UEBuildTarget.GetBinaryBaseName(InGameName, InRulesObject, InPlatform, InConfiguration, "Client"),
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UnrealTargetConfiguration InConfiguration, binary, we use 'UnrealEngine' for our application name program executable, so we want the application name to be the game name.
PSN NAME CHECKER C# OPEN SOURCE CODE
NOTE: If we're building a monolithic binary, then the game and engine code are linked together into one