Conditionally compile plugins based on platform
I'm using Unreal Version 4.9.2
I would like to know is there a way to conditionally compile plugins based on the current platform?
I have a project that works perfectly (compiling in VS 2013) for development in a windows environment and has a few Custom Plugins that all work properly. That being said, if I transfer said project over to my Macbook (MacOS) to do further development, the project fails to completely compile w/ XCode.
The reason the project won't compile is simple, my Custom Plugins only work on Windows (due to Library requirements *.dll etc).
That being said, is there a configuration I can use to just simply say "Hey UE4, please don't even TRY to compile those plugins" ONLY when we are in a MacOS environment?
I feel like there is something I can edit in each of the Plugins *.build.cs file. But I'm not exactly sure which steps I can take. Simply removing the plugin from the project is NOT an option because we are using Revision control, and don't want to have 2 separate sets of Source Code just because of a few plugins.
Thanks in advance for any answers. Much appreciated.
asked Dec 10 '15 at 08:19 PM in C++ Programming
You specify the platforms in the .uplugin file. Like so:
answered Dec 10 '15 at 08:52 PM
"SupportedTargetPlatforms": [ "Win64" ] or "TargetPlatforms": [ "Android", "IOS" ]
answered May 21 '19 at 08:19 PM
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