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Commit 08550dc0 authored by Konstantin Kühlem's avatar Konstantin Kühlem
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#------------------------------------------------------------------------------- #-------------------------------------------------------------------------------
# Copyright (c) 2020 RWTH Aachen University, Germany, # Copyright (c) 2022 RWTH Aachen University, Germany,
# Virtual Reality & Immersive Visualisation Group. # Virtual Reality & Immersive Visualisation Group.
#------------------------------------------------------------------------------- #-------------------------------------------------------------------------------
#The include file can be change to either be removed or reference a specific commit. #The include file can be change to either be removed or reference a specific commit.
#Reference the Gitlab CI website for this
include: include:
- project: 'vr-group/unreal-development/unreal-ci' - project: '${UNREAL_CI_PROJECT}'
ref: master ref: master
file: '/shared_scripts.yml' file: '/shared_scripts.yml'
# In this file you are able to configure your plugins pipeline. #In this file you are able to configure your pipeline.
#If you want to use the standard pipeline with all steps and deployment mechanisms, you are set-up correctly now.
#If you want to customize something, either overwrite things that are defined in the shared_scripts repository, #If you want to customize something, either overwrite things that are defined in the shared_scripts repository,
#or remove the "extends" and write your own scripts #or remove the "extends" and write your own scripts
# #
...@@ -19,35 +21,17 @@ include: ...@@ -19,35 +21,17 @@ include:
# #
#If you want to alter the unreal-building process two variables are defined for either changing the CLIENT_CONFIG or #If you want to alter the unreal-building process two variables are defined for either changing the CLIENT_CONFIG or
#for adding EXTRA_ARGS to the building process #for adding EXTRA_ARGS to the building process
#
# For the generate stage, you can specify needed dependencies in GEN_DEPENDENCIES with [Branch@PluginFolder] as key
# Example:
#
# Generate_Project:
# only: ['web', 'schedules']
# extends: .Generate_Project_
# variables:
# GEN_TEMPLATE_REPO: "https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unrealprojecttemplate.git"
# GEN_TEMPLATE_BRANCH: "develop"
# GEN_DEPENDENCIES: "(
# [master@nDisplayExtensions]='https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/ndisplayextensions.git'
# [master@CaveOverlay]='https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unreal-cave-overlay.git'
# )"
#
# You can uncomment the deploy lines to deploy your project to the CAVE/VRDev. This only makes sense, if your plugin works
# with a generated project.
stages: stages:
- generate - generate
- build - build
# - deploy
Generate_Project: Generate_Project:
only: ['web', 'schedules'] only: ['web', 'schedules']
extends: .Generate_Project_ extends: .Generate_Project_
variables: variables:
GEN_TEMPLATE_REPO: "https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unrealprojecttemplate.git" GEN_TEMPLATE_REPO: "https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/unrealprojecttemplate.git"
GEN_TEMPLATE_BRANCH: "4.26" GEN_TEMPLATE_BRANCH: "5.1"
GEN_DEPENDENCIES: "( GEN_DEPENDENCIES: "(
)" )"
...@@ -56,7 +40,7 @@ Build_Windows: ...@@ -56,7 +40,7 @@ Build_Windows:
extends: .Build_Windows_ extends: .Build_Windows_
tags: tags:
- windows - windows
- unreal-4.26 - unreal-5.1
variables: variables:
GIT_STRATEGY: none GIT_STRATEGY: none
GIT_CHECKOUT: "false" GIT_CHECKOUT: "false"
...@@ -65,12 +49,12 @@ Build_Windows: ...@@ -65,12 +49,12 @@ Build_Windows:
- job: "Generate_Project" - job: "Generate_Project"
artifacts: true artifacts: true
Build_CentOS: Build_Linux:
only: ['web', 'schedules'] only: ['web', 'schedules']
extends: .Build_CentOS_ extends: .Build_Linux_
tags: tags:
- centos - linux
- unreal-4.26 - unreal-5.1
variables: variables:
GIT_STRATEGY: none GIT_STRATEGY: none
GIT_CHECKOUT: "false" GIT_CHECKOUT: "false"
...@@ -79,16 +63,19 @@ Build_CentOS: ...@@ -79,16 +63,19 @@ Build_CentOS:
- job: "Generate_Project" - job: "Generate_Project"
artifacts: true artifacts: true
#Deploy_CAVE:
# only: ['web', 'schedules'] # Would copy packaged game to the VRDev drive
# extends: .Deploy_CAVE_
# needs:
# - job: "Build_CentOS"
# artifacts: true
#
#Deploy_Windows: #Deploy_Windows:
# only: ['web', 'schedules'] # only: ['web', 'schedules']
# extends: .Deploy_VRDev_ # extends: .Deploy_VRDev_
# needs: # needs:
# - job: "Build_Windows" # - job: "Build_Windows"
# artifacts: true # artifacts: true
#Deploy_CAVE:
# only: ['web', 'schedules']
# extends: .Deploy_CAVE_
# needs:
# - job: "Build_Linux"
# artifacts: true
...@@ -40,7 +40,7 @@ The `LogF` function allows you to log using a `printf`-like syntax. The only thi ...@@ -40,7 +40,7 @@ The `LogF` function allows you to log using a `printf`-like syntax. The only thi
```cpp ```cpp
FString variable = "Hello!"; FString variable = "Hello!";
UniLog.LogF("Name", "Message %s", *variable); UniLog.LogF("Name", TEXT("Message %s"), *variable);
``` ```
Note that the `LogF` function does not automatically add a newline at the end. Note that the `LogF` function does not automatically add a newline at the end.
...@@ -72,7 +72,7 @@ After your stream was created, you can log to it like before using `"StreamName" ...@@ -72,7 +72,7 @@ After your stream was created, you can log to it like before using `"StreamName"
```cpp ```cpp
UniLog.Log("Message", "StreamName"); UniLog.Log("Message", "StreamName");
UniLog.LogF("StreamName", "Message %s", *variable); UniLog.LogF("StreamName", TEXT("Message %s"), *variable);
``` ```
### Send Multiple LogStreams to the Same File ### Send Multiple LogStreams to the Same File
......
#include "LogFileStream.h" #include "LogFileStream.h"
#include "HAL/PlatformFilemanager.h" #include "HAL/PlatformFileManager.h"
#include "LogStream.h" #include "LogStream.h"
#include "Misc/Paths.h" #include "Misc/Paths.h"
......
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