{ "info": { "author": "Marvin Pohl", "author_email": "marvin@lab132.com", "bugtrack_url": null, "classifiers": [ "Development Status :: 5 - Production/Stable", "Environment :: Plugins", "Intended Audience :: Developers", "License :: OSI Approved :: MIT License", "Operating System :: MacOS", "Operating System :: Microsoft :: Windows", "Operating System :: POSIX :: Linux", "Programming Language :: C++", "Programming Language :: Python :: 2.7", "Topic :: Software Development :: Build Tools" ], "description": "# buildbot-UnrealEngine\nBuildbot Plugin to run Commands using the Unreal Automation Tool\n\n[![PyPI version](https://badge.fury.io/py/buildbot-UnrealEngine.svg)](https://badge.fury.io/py/buildbot-UnrealEngine) [![Build Status](https://travis-ci.org/pampersrocker/buildbot-UnrealEngine.svg?branch=master)](https://travis-ci.org/pampersrocker/buildbot-UnrealEngine) [![GitHub license](https://img.shields.io/badge/license-MIT-blue.svg)](https://raw.githubusercontent.com/pampersrocker/buildbot-UnrealEngine/master/LICENSE)\n\n# Installation\n\n```\npip install buildbot_UnrealEngine\n```\n\nThis enables the additional step commands as plugins inside buildbot (which are imported via `from buildbot.plugins import steps`)\n\n# Usage\n\n```py\nfrom buildbot.plugins import steps\n\nfactory = util.BuildFactory()\n\n###### Build commands\n\nfactory.addStep(\n steps.UEBuild(\n \"Engine_Location\",\n \"Path_To_Project.uproject\",\n \"TargetName\",\n # Additional Parameters, see below\n )\n)\n\nfactory.addStep(\n steps.UERebuild(\n \"Engine_Location\",\n \"Path_To_Project.uproject\",\n \"TargetName\",\n # Additional Parameters, see below\n )\n)\n\nfactory.addStep(\n steps.UEClean(\n \"Engine_Location\",\n \"Path_To_Project.uproject\",\n \"TargetName\",\n # Additional Parameters, see below\n )\n)\n\n###### BuildCookRun\n\nfactory.addStep(\n steps.BuildCookRun(\n \"Engine_Location\",\n \"Path_To_Project.uproject\",\n # Additional Parameters, see below\n )\n)\n```\n\n# Parameters\n\nAll commands share the following base parameters:\n\n| Parameter | Type/Options | Description |\n| --- | --- | --- |\n| engine_path |string (required) | The location to the used engine, the path needs to point to the root folder of the engine (in this folder are at least the `Engine`, `FeaturePacks`, `Samples` and `Templates` folders) |\n| project_path | string (required) | The absolute location to the uproject file to be used. (Usually a `Interpolate(\"...\")` to build the path using the current builddir) |\n| build_platform | string (default `\"Windows\"`), Options: `\"Windows\"` `\"Linux\"` `\"Mac\"` | The platform on which the build itself will run, used to determine which scripts to run |\n| engine_type | string (default `\"Rocket\"`), Options: `\"Source\"` `\"Installed\"` `\"Rocket\"` |

|\n\n# Build Cook Run Parameters\n\n```py\nfactory.addStep(\n steps.BuildCookRun(\n engine_path,\n project_path,\n target_platform=\"Win64\",\n target_config=\"Development\",\n no_compile_editor=False,\n compile=None,\n cook=None,\n cook_on_the_fly=None,\n build=False,\n clean=False,\n archive=False,\n archive_directory=None,\n p4=None,\n unversioned_cooked_content=False,\n encrypt_ini_files=False,\n release_version=None,\n base_version=None,\n compressed=False,\n distribution=False,\n iterate=False,\n run=False,\n devices=None,\n null_rhi=False,\n nativize=False,\n stage=False,\n map=None,\n pak=False,\n prereqs=False,\n package=False,\n crash_reporter=False,\n title_id=None,\n dlc_name=None,\n dlc_include_engine=False,\n extra_args=None,\n )\n)\n```\n\n| Parameter | Type/Options | Description |\n| --- | --- | --- |\n| no_compile_editor | bool | If true adds `-NoCompileEditor` to the command line. Skip compiling the editor target for game (needed for cooking), useful if already done before. |\n| compile | bool | If true adds `-Compile` to the command line. `-NoCompile` if false. This switch is usually required on source builds. It tells the UAT to compile itself before running any commandlets, however on Installed/Rocket builds this will result in an error as the sources for UAT are not part of those engine distributions. |\n| cook | bool | If true adds `-Cook` to the command line. `-SkipCook` if false. Enables or disables the cook step. |\n| cook_on_the_fly | bool | If true adds `-CookOnTheFly` to the command line. `-SkipCookOnTheFly` if false. Does not cook the content, but starts the cook process in servermode, where a game can connect to using the `-FileHostIP=` parameter to connect to this server. The server will then cook requested content on the fly. |\n| build | bool | If true adds `-Build` to the command line. Enables the build step, compiling the game for the target platform. |\n| clean | bool | If true adds `-Clean` to the command line. Perform a clean build |\n| archive | bool | If true adds `-Archive` to the command line. Archive the build after completion. |\n| archive_directory | string | If true adds `-ArchiveDirectory=` to the command line. Specify the archive directory. If omitted, the path in the configuration file will be used. |\n| p4 | bool | If true adds `-P4` to the command line, `-NoP4` if false. Enables disabled interaction with Perforce. |\n| unversioned_cooked_content | bool | If true adds `-UnversionedCookedContent` to the command line. This writes no version into the cooked assets. |\n| encrypt_ini_files | bool | If true adds `-EncryptIniFiles` to the command line. Encrypts the packaged ini files. |\n| release_version | string | If set adds `-CreateReleaseVersion=` to the command line. This creates a releasee version of the game for later patching (see BasedOnReleaseVersion) |\n| base_version | string | If set adds `-BasedOnReleaseVersion=` to the command line. This creates a patch or dlc based on the given release version, containing only changes that differ from the release version. |\n| compressed | bool | If true adds `-Compressed` to the command line. This compressed your pak files to be to use fewer disk space, but increased loading times. |\n| distribution | bool | If true adds `-Distribution` to the command line. Creates a distribution build (used for mobile) |\n| iterate | bool | If true adds `-Iterate` to the command line. Only cooks changed files if run on the same directory as before |\n| run | bool | If true adds `-Run` to the command line. Runs the packaged game after completion. |\n| devices | string array | If set adds `-Device=` to the command line. Specifies on which devices the game will be run upon completion. |\n| null_rhi | bool | If true adds `-NullRHI` to the command line. Runs the packaged games with no renderer. |\n| nativize | bool | If true adds `-NativizeAssets` to the command line. Runs blueprint nativization during the cook process |\n| stage | bool | If true adds `-Stage` to the command line. Save the cooked result in a staging directory |\n| map | string array | If set adds `-Map= to the command line. Sets the map to include for the cook process. If omitted, used the one specified on the project documentation. |\n| pak | bool | If true adds `-Pak` to the command line. Use pak files for packaging, if omitted uassets file will be directly in the content directory. |\n| prereqs | bool | If true adds `-Prereqs` to the command line. Include prerequisites in the packaged game. |\n| package | bool | If true adds `-Package` to the command line. Package the game for the target platform (app file on Mac, apk on Android or ipa on iPhone) |\n| crash_reporter | bool | If true adds `-CrashReporter` to the command line. Includes the crash reporter during packaging. |\n| dlc_name | string | If set adds -DLCName= to the command line. This will cook the specified Plugin as DLC. |\n| dlc_include_engine | bool | If true adds `-DLCIncludEngineContent` to the command line. DLC should include Engine content. |\n| title_id | string or list of strings | If true adds `-TitleId=` to the command line. PS4 specific title id command. |\n| extra_args | string or list of strings | If set adds the given arguments to the command line. Can be used for custom or missing command line parameters. |\n\n\n# Development Setup under Windows\n\n* Download and install [Python 2.7](https://www.python.org/downloads/)\n\n* Install virtualenv\n ```\n pip install virtualenv\n ```\n* Create a virtualenv in `.workspace\\venv`\n ```\n mkdir .workspace\n cd workspace\n C:\\Python27\\Scripts\\virtualenv.exe venv\n cd ..\\..\\\n .workspace\\venv\\Scripts\\activate.bat\n pip install -r requirements.txt\n ```\n\n* Download [PyWin32](https://sourceforge.net/projects/pywin32/files/pywin32/) (for twisted) and install it in your venv\n ```\n easy_install \n ```\n\n* Clone Buildbot (in Version 0.9.1) somewhere and install it and its test setup\n ```\n git clone https://github.com/buildbot/buildbot.git -b v0.9.1\n cd buildbot\\master\n pip install -e .\n python setup.py test\n ```\n\n* Install buildbot-UnrealEngine (inside your buildbot-UnrealEngine repo)\n ```\n pip install -e .\n ```\n\n* Now you can run the tests by writing\n ```\n trial buildbot_UnrealEngine.test\n ```\n\n* For code coverage install txcovreport:\n ```\n easy_install http://darcs.idyll.org/~t/projects/figleaf-latest.tar.gz\n pip install git+https://github.com/jrydberg/txcovreport.git\n ```\n\n Now you can run code coverage using\n ```\n trial --reporter=tree-coverage buildbot_UnrealEngine.test\n ```\n\n\n", "description_content_type": "text/markdown", "docs_url": null, "download_url": "", "downloads": { "last_day": -1, "last_month": -1, "last_week": -1 }, "home_page": "https://github.com/pampersrocker/buildbot-UnrealEngine", "keywords": "", "license": "", "maintainer": "", "maintainer_email": "", "name": "buildbot-UnrealEngine", "package_url": "https://pypi.org/project/buildbot-UnrealEngine/", "platform": "", "project_url": "https://pypi.org/project/buildbot-UnrealEngine/", "project_urls": { "Homepage": "https://github.com/pampersrocker/buildbot-UnrealEngine" }, "release_url": "https://pypi.org/project/buildbot-UnrealEngine/1.5.0/", "requires_dist": 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