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Allow 4.19 to compile, using the default compiler for now. Remove Xbox reference to allow building if Xbox source is not present. There's a known issue with Perforce source builds where the ProxyLODPlugin does not build correctly when distributed.
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FASTBuild.cs

Lines changed: 6 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -28,7 +28,7 @@ class FASTBuild : ActionExecutor
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// Location of the shared cache, it could be a local or network path (i.e: @"\\DESKTOP-BEAST\FASTBuildCache").
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// Only relevant if bEnableCaching is true;
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private string CachePath = @"\\DESKTOP-BEAST\FASTBuildCache";
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private string CachePath = @"\\SharedDrive\FASTBuildCache";
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public enum eCacheMode
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{
@@ -474,13 +474,14 @@ private void WriteEnvironmentSetup()
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// it probably means we are building for another platform.
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if(BuildType == FBBuildType.Windows)
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{
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VCEnv = VCEnvironment.SetEnvironment(CppPlatform.Win64, WindowsPlatform.GetDefaultCompiler());
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VCEnv = VCEnvironment.SetEnvironment(CppPlatform.Win64, WindowsPlatform.GetDefaultCompiler(null));
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}
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else if (BuildType == FBBuildType.XBOne)
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{
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// Translate the xboxOne compiler to the right Windows compiler to set the VC environment vars correctly...
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WindowsCompiler windowsCompiler = XboxOnePlatform.GetDefaultCompiler() == XboxOneCompiler.VisualStudio2015 ? WindowsCompiler.VisualStudio2015 : WindowsCompiler.VisualStudio2017;
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VCEnv = VCEnvironment.SetEnvironment(CppPlatform.Win64, windowsCompiler);
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// If you have XboxOne source access, uncommenting the line below will be better for selecting the appropriate version of the compiler.
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// Translate the XboxOne compiler to the right Windows compiler to set the VC environment vars correctly...
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// WindowsCompiler windowsCompiler = XboxOnePlatform.GetDefaultCompiler() == XboxOneCompiler.VisualStudio2015 ? WindowsCompiler.VisualStudio2015 : WindowsCompiler.VisualStudio2017;
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VCEnv = VCEnvironment.SetEnvironment(CppPlatform.Win64, WindowsPlatform.GetDefaultCompiler(null));
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}
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}
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catch (Exception)

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