<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Jenkins on maygames</title><link>https://www.maygames.net/tags/jenkins/</link><description>Recent content in Jenkins on maygames</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Fri, 03 Jul 2020 21:45:01 +0200</lastBuildDate><atom:link href="https://www.maygames.net/tags/jenkins/index.xml" rel="self" type="application/rss+xml"/><item><title>Cross-platform build automation for UE4 projects with Jenkins</title><link>https://www.maygames.net/posts/2020-07-03-cross-platform-build-automation-for-ue4-projects-with-jenkins/</link><pubDate>Fri, 03 Jul 2020 21:45:01 +0200</pubDate><guid>https://www.maygames.net/posts/2020-07-03-cross-platform-build-automation-for-ue4-projects-with-jenkins/</guid><description>&lt;p&gt;Building UE4 projects for Apple devices on Windows is only possible if they are “Blueprint only”. As soon as you are using a single C++ source file, or Blueprint nativization, the project has to be built on Mac OS. While there are cross compilers available for Windows, using Apple SDKs on other systems violates &lt;a href="https://www.apple.com/legal/sla/docs/xcode.pdf"&gt;Xcode EULA&lt;/a&gt;: “&lt;em&gt;You are expressly prohibited from separately using the Apple SDKs or attempting to run any part of the Apple Software on non-Apple-branded hardware.&lt;/em&gt;“&lt;/p&gt;</description></item></channel></rss>