Uprojectuplugin descriptor

UEBuildTarget.cs

/// The name of the application the target is part of. For targets with bUseSharedBuildEnvironment = true, this is typically the name of the base application, eg. UE4Editor for any game editor.

AppName

TargetName

//Root directory for the active project. Typically contains the .uproject file, or the engine root.

ProjectDirectory

TargetRules.cs

LaunchModuleName

SolutionDirectory

OutputPaths

.ueprojectdirs

SharedBuildIdFile

PreBuildStepScripts

PostBuildStepScripts

.uproject (C# is ProjectDescriptor.cs)

 PreBuildSteps

 PostBuildSteps

 AdditionalPluginDirectories

 PreBuildSteps

 PostBuildSteps

 Modules (C# is ModuleDescriptor.cs)

 Type = { Default, Runtime, RuntimeNoCommandlet, RuntimeAndProgram, CookedOnly, Developer, Editor, EditorNoCommandlet, Program, ServerOnly, ClientOnly }

 WhitelistPlatforms/BlacklistPlatforms = { Win32, Win64, Mac, etc }

 WhitelistTargets/BlacklistTargets = { Game, Editor, Client, Server, Program }

 LoadingPhase

 Plugins (C# is PluginReferenceDescriptor)

 Name

 Enabled

 Optional

 WhitelistPlatforms/BlacklistPlatforms = { Win32, Win64, Mac, etc }

 WhitelistTargets/BlacklistTargets = { Game, Editor, Client, Server, Program }

.uplugin

"CanBeUsedWithUnrealHeaderTool" : true,

-basedir=

"-BaseFromWorkingDir")))

Last update: November 14, 2019