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fixed build issues, added binaries, and updated the AsyncLoadingScreen plugin directory
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60
win_build.sh
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60
win_build.sh
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#!/bin/bash
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set -e
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# Optional: Check for a Gitea runner-specific environment variable.
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# You can set a variable like GITEA_RUNNER in your runner configuration.
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if [ -z "$GITEA_RUNNER" ]; then
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echo "Warning: This script does not appear to be running in a Gitea runner environment."
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fi
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# Get the user's home directory (if needed)
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USER_HOME="$HOME"
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# Set up Unreal Engine paths for Windows
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# Adjust the UE_ROOT path if your installation differs.
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UE_ROOT="E:/Games/UE_5.5/"
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UE_EDITOR="$UE_ROOT/Engine/Binaries/Win64/UnrealEditor.exe"
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UE_UAT="$UE_ROOT/Engine/Build/BatchFiles/RunUAT.bat"
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# Set up project paths based on the current working directory
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PROJECT_ROOT="$(pwd)"
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PROJECT_FILE="$PROJECT_ROOT/LuckyWorldV2.uproject"
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ARCHIVE_DIR="$PROJECT_ROOT/Builds/Windows"
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# Create the archive directory if it does not exist
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mkdir -p "$ARCHIVE_DIR"
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echo "Starting Windows build of LuckyWorldV2 via Gitea Runner..."
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# Run the build command using Unreal's Automation Tool (UAT)
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"$UE_UAT" -ScriptsForProject="$PROJECT_FILE" Turnkey \
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-command=VerifySdk \
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-platform=Win64 \
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-UpdateIfNeeded \
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-EditorIO \
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-EditorIOPort=59484 \
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-project="$PROJECT_FILE" \
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BuildCookRun \
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-nop4 \
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-utf8output \
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-cook \
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-project="$PROJECT_FILE" \
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-target=LuckyWorldV2 \
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-unrealexe="$UE_EDITOR" \
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-platform=Win64 \
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-installed \
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-stage \
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-archive \
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-package \
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-build \
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-iterativecooking \
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-pak \
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-iostore \
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-compressed \
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-prereqs \
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-archivedirectory="$ARCHIVE_DIR" \
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-CrashReporter \
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-clientconfig=Shipping
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# Uncomment the following lines if you wish to test the build without pak and iostore:
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# -skipiostore \
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# -skippak
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