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@rem Use the latest available Windows SDK. The motivation behind this is:
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@rem 1. Newer SDKs allow developers to use newer APIs. Developers can guard that API usage with runtime version checks if they want to continue to support older Windows releases.
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@rem 2. Unreal Engine slowly moves to newer Windows SDK. 4.27.0 no longer compiles with SDKs older than 18362 and even if it will be fixed in 4.27.x,
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@rem this is just a question of a time when older SDKs support will be dropped completely
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@rem 3. UE5 doesn't support VS2017 at all, so in the future that argument for continuing to use Windows SDK 17763 from VS2017 era will be weaker and weaker.
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@rem
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@rem We can't use newer SDK for VS2017 that is used to compile older engines because 18362 SDK support was only added in UE-4.23.
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@rem
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@rem See https://github.com/adamrehn/ue4-docker/issues/192
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@rem See https://forums.unrealengine.com/t/ndis_miniport_major_version-is-not-defined-error/135058
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@rem See https://github.com/EpicGames/UnrealEngine/blame/4.23.0-release/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/UEBuildWindows.cs#L1822-L1823
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@rem See https://github.com/EpicGames/UnrealEngine/commit/ecc4872c3269e75a24adc40734cc8bcc9bbed1ca
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@rem See https://udn.unrealengine.com/s/question/0D54z000079HcjJCAS/d3d12h427-error-c4668-winapipartitiongames-is-not-defined-as-a-preprocessor-macro-replacing-with-0-for-ifelif
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@rem
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@rem Keywords for Google:
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@rem error C4668: 'NDIS_MINIPORT_MAJOR_VERSION' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif
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@rem d3d12.h(427): error C4668: 'WINAPI_PARTITION_GAMES' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
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setVISUAL_STUDIO_BUILD_NUMBER=%~1
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if"%VISUAL_STUDIO_BUILD_NUMBER%"=="15" (
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setWINDOWS_SDK_VERSION=17763
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) else (
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setWINDOWS_SDK_VERSION=20348
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)
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@rem Install the Visual Studio Build Tools workloads and components we need
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@rem NOTE: We use the Visual Studio 2019 installer even for Visual Studio 2017 here because the old installer now breaks
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