/* * Copyright (c) <2017> Side Effects Software Inc. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Produced by: * Side Effects Software Inc * 123 Front Street West, Suite 1401 * Toronto, Ontario * Canada M5J 2M2 * 416-504-9876 * * COMMENTS: * This file is generated. Do not modify directly. */ /* Houdini Version: 18.5.351 Houdini Engine Version: 3.5.0 Unreal Version: 4.25.0 */ using UnrealBuildTool; using System; using System.IO; public class HoudiniEngineRuntime : ModuleRules { private string GetHFSPath() { string HoudiniVersion = "18.5.351"; bool bIsRelease = true; string HFSPath = "C:/cygwin/home/prisms/builder-new/Nightly18.5.351CMake/dev/hfs"; string RegistryPath = "HKEY_LOCAL_MACHINE\\SOFTWARE\\WOW6432Node\\Side Effects Software"; string Log; if ( !bIsRelease ) { // Only use the preset build folder System.Console.WriteLine("Using stamped HFSPath:" + HFSPath); return HFSPath; } // Look for the Houdini install folder for this platform PlatformID buildPlatformId = Environment.OSVersion.Platform; if (buildPlatformId == PlatformID.Win32NT) { // Look for the HEngine install path in the registry string HEngineRegistry = RegistryPath + string.Format(@"\Houdini Engine {0}", HoudiniVersion); string HPath = Microsoft.Win32.Registry.GetValue(HEngineRegistry, "InstallPath", null) as string; if ( HPath != null ) { Log = string.Format("Houdini Engine : Looking for Houdini Engine {0} in {1}", HoudiniVersion, HPath ); System.Console.WriteLine( Log ); if ( Directory.Exists( HPath ) ) return HPath; } // If we couldn't find the Houdini Engine registry path, try the default one string DefaultHPath = "C:/Program Files/Side Effects Software/Houdini Engine " + HoudiniVersion; if ( DefaultHPath != HPath ) { Log = string.Format("Houdini Engine : Looking for Houdini Engine {0} in {1}", HoudiniVersion, DefaultHPath ); System.Console.WriteLine( Log ); if ( Directory.Exists( DefaultHPath ) ) return DefaultHPath; } // Look for the Houdini registry install path for the version the plug-in was compiled for string HoudiniRegistry = RegistryPath + string.Format(@"\Houdini {0}", HoudiniVersion); HPath = Microsoft.Win32.Registry.GetValue(HoudiniRegistry, "InstallPath", null) as string; if ( HPath != null ) { Log = string.Format("Houdini Engine : Looking for Houdini {0} in {1}", HoudiniVersion, HPath ); System.Console.WriteLine( Log ); if ( Directory.Exists( HPath ) ) return HPath; } // If we couldn't find the Houdini registry path, try the default one DefaultHPath = "C:/Program Files/Side Effects Software/Houdini " + HoudiniVersion; if ( DefaultHPath != HPath ) { Log = string.Format("Houdini Engine : Looking for Houdini {0} in {1}", HoudiniVersion, DefaultHPath ); System.Console.WriteLine( Log ); if ( Directory.Exists( DefaultHPath ) ) return DefaultHPath; } // See if the preset build HFS exists if ( Directory.Exists( HFSPath ) ) return HFSPath; Log = string.Format("Houdini Engine : Failed to find Houdini {0}, will attempt to build using the latest installed version", HoudiniVersion ); System.Console.WriteLine( Log ); // We couldn't find the exact version the plug-in was built for, we can still try with the active version in the registry string ActiveHEngine = Microsoft.Win32.Registry.GetValue(RegistryPath, "ActiveEngineVersion", null) as string; if ( ActiveHEngine != null ) { // See if the latest active HEngine version has the proper major/minor version if ( ActiveHEngine.Substring(0,4) == HoudiniVersion.Substring(0,4) ) { Log = string.Format("Houdini Engine : Found Active Houdini Engine version: {0}", ActiveHEngine ); System.Console.WriteLine( Log ); // Active version contain the patch version that we need to strip off //string[] ActiveVersion = ActiveHEngine.Split("."); HEngineRegistry = RegistryPath + string.Format(@"\Houdini Engine {0}", ActiveHEngine); HPath = Microsoft.Win32.Registry.GetValue(HEngineRegistry, "InstallPath", null) as string; if ( HPath != null ) { Log = string.Format("Houdini Engine : Looking for Houdini Engine {0} in {1}", ActiveHEngine, HPath ); System.Console.WriteLine( Log ); if ( Directory.Exists( HPath ) ) return HPath; } } } // Active HEngine version didn't match, so try with the active Houdini version string ActiveHoudini = Microsoft.Win32.Registry.GetValue(RegistryPath, "ActiveVersion", null) as string; if ( ActiveHoudini != null ) { // See if the latest active Houdini version has the proper major/minor version if ( ActiveHoudini.Substring(0,4) == HoudiniVersion.Substring(0,4) ) { Log = string.Format("Houdini Engine : Found Active Houdini version: {0}", ActiveHoudini ); System.Console.WriteLine( Log ); HoudiniRegistry = RegistryPath + string.Format(@"\Houdini {0}", ActiveHoudini); HPath = Microsoft.Win32.Registry.GetValue(HoudiniRegistry, "InstallPath", null) as string; if ( HPath != null ) { Log = string.Format("Houdini Engine : Looking for Houdini {0} in {1}", ActiveHoudini, HPath ); System.Console.WriteLine( Log ); if ( Directory.Exists( HPath ) ) return HPath; } } } } else if (buildPlatformId == PlatformID.MacOSX || (buildPlatformId == PlatformID.Unix && File.Exists("/System/Library/CoreServices/SystemVersion.plist"))) { // Check for Houdini installation. string HPath = "/Applications/Houdini/Houdini" + HoudiniVersion + "/Frameworks/Houdini.framework/Versions/Current/Resources"; if ( Directory.Exists( HPath ) ) return HPath; HPath = "/Users/Shared/Houdini/HoudiniIndieSteam/Frameworks/Houdini.framework/Versions/Current/Resources"; if (Directory.Exists(HPath)) return HPath; if ( Directory.Exists( HFSPath ) ) return HFSPath; } else if ( buildPlatformId == PlatformID.Unix ) { HFSPath = System.Environment.GetEnvironmentVariable("HFS"); if ( Directory.Exists( HFSPath ) ) { System.Console.WriteLine("Unix using $HFS: " + HFSPath); return HFSPath; } } else { System.Console.WriteLine(string.Format("Building on an unknown environment!")); } string Err = string.Format("Houdini Engine : Please install Houdini or Houdini Engine {0}", HoudiniVersion); System.Console.WriteLine(Err); return ""; } public HoudiniEngineRuntime( ReadOnlyTargetRules Target ) : base( Target ) { bPrecompile = true; PCHUsage = PCHUsageMode.NoSharedPCHs; PrivatePCHHeaderFile = "Private/HoudiniEngineRuntimePrivatePCH.h"; // Check if we are compiling for unsupported platforms. if ( Target.Platform != UnrealTargetPlatform.Win64 && Target.Platform != UnrealTargetPlatform.Mac && Target.Platform != UnrealTargetPlatform.Linux && Target.Platform != UnrealTargetPlatform.Switch ) { System.Console.WriteLine( string.Format( "Houdini Engine: Compiling for untested target platform. Please let us know how it goes!" ) ); } // Find HFS string HFSPath = GetHFSPath(); HFSPath = HFSPath.Replace("\\", "/"); if( HFSPath != "" ) { string Log = string.Format("Houdini Engine: Found Houdini in {0}", HFSPath ); System.Console.WriteLine( Log ); PlatformID buildPlatformId = Environment.OSVersion.Platform; if (buildPlatformId == PlatformID.Win32NT) { PublicDefinitions.Add("HOUDINI_ENGINE_HFS_PATH_DEFINE=" + HFSPath); } } // Find the HAPI include directory string HAPIIncludePath = HFSPath + "/toolkit/include/HAPI"; if (!Directory.Exists(HAPIIncludePath)) { // Add the custom include path as well in case the toolkit path doesn't exist yet. HAPIIncludePath = HFSPath + "/custom/houdini/include/HAPI"; if (!Directory.Exists(HAPIIncludePath)) { System.Console.WriteLine(string.Format("Couldn't find the HAPI include folder!")); HAPIIncludePath = ""; } } if (HAPIIncludePath != "") PublicIncludePaths.Add(HAPIIncludePath); PublicIncludePaths.AddRange( new string[] { Path.Combine(ModuleDirectory, "Public/HAPI"), Path.Combine(ModuleDirectory, "Public") } ); PrivateIncludePaths.AddRange( new string[] { "HoudiniEngineRuntime/Private" } ); // Add common dependencies. PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "RenderCore", "InputCore", "RHI", "Foliage", "Landscape" } ); PrivateDependencyModuleNames.AddRange( new string[] { "Landscape" } ); if (Target.bBuildEditor == true) { PrivateDependencyModuleNames.AddRange( new string[] { "AppFramework", "AssetTools", "EditorStyle", "EditorWidgets", "LevelEditor", "MainFrame", "MeshPaint", "Projects", "PropertyEditor", "RawMesh", "Settings", "Slate", "SlateCore", "TargetPlatform", "UnrealEd", "ApplicationCore", "LandscapeEditor" } ); } DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }