(self, dir=os.getcwd(), configuration='Development', target='Editor', args=[], suppressOutput=False)
Builds the editor modules for the Unreal project or plugin in the specified directory, using the specified build configuration
Builds the editor modules for the Unreal project or plugin in the specified directory, using the specified build configuration
Builds the editor modules for the Unreal project or plugin in the specified directory using the specified build configuration
def buildDescriptor(self, dir=os.getcwd(), configuration='Development', target='Editor', args=[], suppressOutput=False):
		"""
		Builds the editor modules for the Unreal project or plugin in the specified directory, using the specified build configuration
		"""
		
		# Verify that an Unreal project or plugin exists in the specified directory
		descriptor = self.getDescriptor(dir)
		descriptorType = 'project' if self.isProject(descriptor) else 'plugin'
		
		# If the project or plugin is Blueprint-only, there is no C++ code to build
		if os.path.exists(os.path.join(dir, 'Source')) == False:
			Utility.printStderr('Pure Blueprint {}, nothing to build.'.format(descriptorType))
			return
		
		# Verify that the specified build configuration is valid
		if configuration not in self.validBuildConfigurations():
			raise UnrealManagerException('invalid build configuration "' + configuration + '"')
		
		# Check if the user specified the `-notools` flag to opt out of building Engine tools when working with source builds
		unstripped = list(args)
		args = Utility.stripArgs(args, ['-notools'])
		noTools = len(unstripped) > len(args)
		
		# If we're using a source build of the Engine then make sure ShaderCompileWorker is built before building project Editor modules
		if noTools == False and self.isInstalledBuild() == False and self.isProject(descriptor) and target == 'Editor':
			Utility.printStderr('Ensuring ShaderCompileWorker is built before building project Editor modules...')
			self.buildTarget('ShaderCompileWorker', 'Development', [], suppressOutput)
		
		# Generate the arguments to pass to UBT
		target = self.getDescriptorName(descriptor) + target if self.isProject(descriptor) else 'UE4Editor'
		baseArgs = ['-{}='.format(descriptorType) + descriptor]
		
		# Perform the build
		self._runUnrealBuildTool(target, self.getPlatformIdentifier(), configuration, baseArgs + args, suppressOutput)
def buildDescriptor ( self , dir = os . getcwd ( ) , configuration = 'Development' , target = 'Editor' , args = [ ] , suppressOutput = False ) : # Verify that an Unreal project or plugin exists in the specified directory descriptor = self . getDescriptor ( dir ) descriptorType = 'project' if self . isProject ( descriptor ) else 'plugin' # If the project or plugin is Blueprint-only, there is no C++ code to build if os . path . exists ( os . path . join ( dir , 'Source' ) ) == False : Utility . printStderr ( 'Pure Blueprint {}, nothing to build.' . format ( descriptorType ) ) return # Verify that the specified build configuration is valid if configuration not in self . validBuildConfigurations ( ) : raise UnrealManagerException ( 'invalid build configuration "' + configuration + '"' ) # Check if the user specified the `-notools` flag to opt out of building Engine tools when working with source builds unstripped = list ( args ) args = Utility . stripArgs ( args , [ '-notools' ] ) noTools = len ( unstripped ) > len ( args ) # If we're using a source build of the Engine then make sure ShaderCompileWorker is built before building project Editor modules if noTools == False and self . isInstalledBuild ( ) == False and self . isProject ( descriptor ) and target == 'Editor' : Utility . printStderr ( 'Ensuring ShaderCompileWorker is built before building project Editor modules...' ) self . buildTarget ( 'ShaderCompileWorker' , 'Development' , [ ] , suppressOutput ) # Generate the arguments to pass to UBT target = self . getDescriptorName ( descriptor ) + target if self . isProject ( descriptor ) else 'UE4Editor' baseArgs = [ '-{}=' . format ( descriptorType ) + descriptor ] # Perform the build self . _runUnrealBuildTool ( target , self . getPlatformIdentifier ( ) , configuration , baseArgs + args , suppressOutput )