Merge pull request #4486 from zimmy87/fix-4184

upgrade VS support to VS 2022
This commit is contained in:
Jonathan 2022-05-12 15:52:42 -03:00 коммит произвёл GitHub
Родитель 19ac0f265e 17bc2d7f28
Коммит e8c7ea362b
Не найден ключ, соответствующий данной подписи
Идентификатор ключа GPG: 4AEE18F83AFDEB23
20 изменённых файлов: 1626 добавлений и 1622 удалений

2
.github/workflows/test_windows.yml поставляемый
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@ -5,7 +5,7 @@ on: [push, pull_request, workflow_dispatch]
jobs:
build:
runs-on: windows-2019
runs-on: windows-2022
# Steps represent a sequence of tasks that will be executed as part of the job
steps:

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@ -205,40 +205,40 @@
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@ -39,40 +39,40 @@
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='RelWithDebInfo|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<NMakePreprocessorDefinitions>WIN32;_DEBUG;$(NMakePreprocessorDefinitions)</NMakePreprocessorDefinitions>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<NMakePreprocessorDefinitions>WIN32;NDEBUG;$(NMakePreprocessorDefinitions)</NMakePreprocessorDefinitions>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RelWithDebInfo|Win32'">
<NMakePreprocessorDefinitions>WIN32;NDEBUG;$(NMakePreprocessorDefinitions)</NMakePreprocessorDefinitions>
</PropertyGroup>
<ItemDefinitionGroup>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="unreal\plugins\airsim\source\AirBlueprintLib.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\AirSim.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\AirSimGameMode.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\CameraDirector.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\car\CarPawn.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\car\CarWheelFront.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\car\CarWheelRear.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\car\SimModeCar.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\ManualPoseController.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\multirotor\FlyingPawn.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\Multirotor\MultirotorSimApi.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\Multirotor\SimModeWorldMultirotor.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\NedTransform.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\PIPCamera.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\recording\RecordingFile.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\recording\RecordingThread.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\RenderRequest.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\simhud\SimHUD.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\simhud\SimHUDWidget.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\simjoystick\DirectInputJoyStick.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\simjoystick\SimJoyStick.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\simmode\SimModeBase.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\simmode\SimModeWorldBase.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\TextureShuffleActor.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\UnrealImageCapture.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\UnrealSensors\UnrealDistanceSensor.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\UnrealSensors\UnrealLidarSensor.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\UnrealSensors\UnrealSensorFactory.cpp" />
<ClCompile Include="unreal\plugins\airsim\source\VehicleCameraConnector.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\VehicleSimApi.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\Weather\WeatherLib.cpp" />
<ClCompile Include="Unreal\Plugins\AirSim\Source\WorldSimApi.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="unreal\plugins\airsim\source\AirBlueprintLib.h" />
<ClInclude Include="unreal\plugins\airsim\source\AirSim.h" />
<ClInclude Include="unreal\plugins\airsim\source\AirSimGameMode.h" />
<ClInclude Include="unreal\plugins\airsim\source\CameraDirector.h" />
<ClInclude Include="unreal\plugins\airsim\source\car\CarPawn.h" />
<ClInclude Include="unreal\plugins\airsim\source\car\CarWheelFront.h" />
<ClInclude Include="unreal\plugins\airsim\source\car\CarWheelRear.h" />
<ClInclude Include="unreal\plugins\airsim\source\car\SimModeCar.h" />
<ClInclude Include="unreal\plugins\airsim\source\ManualPoseController.h" />
<ClInclude Include="unreal\plugins\airsim\source\multirotor\FlyingPawn.h" />
<ClInclude Include="unreal\plugins\airsim\source\multirotor\MultiRotorConnector.h" />
<ClInclude Include="Unreal\Plugins\AirSim\Source\Multirotor\MultirotorSimApi.h" />
<ClInclude Include="unreal\plugins\airsim\source\multirotor\SimModeWorldMultiRotor.h" />
<ClInclude Include="unreal\plugins\airsim\source\NedTransform.h" />
<ClInclude Include="unreal\plugins\airsim\source\PIPCamera.h" />
<ClInclude Include="unreal\plugins\airsim\source\recording\RecordingFile.h" />
<ClInclude Include="unreal\plugins\airsim\source\recording\RecordingThread.h" />
<ClInclude Include="unreal\plugins\airsim\source\RenderRequest.h" />
<ClInclude Include="unreal\plugins\airsim\source\simhud\SimHUD.h" />
<ClInclude Include="unreal\plugins\airsim\source\simhud\SimHUDWidget.h" />
<ClInclude Include="unreal\plugins\airsim\source\simjoystick\DirectInputJoystick.h" />
<ClInclude Include="unreal\plugins\airsim\source\simjoystick\SimJoyStick.h" />
<ClInclude Include="unreal\plugins\airsim\source\simmode\SimModeBase.h" />
<ClInclude Include="unreal\plugins\airsim\source\simmode\SimModeWorldBase.h" />
<ClInclude Include="Unreal\Plugins\AirSim\Source\UnrealImageCapture.h" />
<ClInclude Include="Unreal\Plugins\AirSim\Source\UnrealSensors\UnrealDistanceSensor.h" />
<ClInclude Include="Unreal\Plugins\AirSim\Source\UnrealSensors\UnrealLidarSensor.h" />
<ClInclude Include="Unreal\Plugins\AirSim\Source\UnrealSensors\UnrealSensorFactory.h" />
<ClInclude Include="unreal\plugins\airsim\source\VehicleCameraConnector.h" />
<ClInclude Include="unreal\plugins\airsim\source\VehiclePawnWrapper.h" />
<ClInclude Include="Unreal\Plugins\AirSim\Source\VehicleSimApi.h" />
<ClInclude Include="Unreal\Plugins\AirSim\Source\Weather\WeatherLib.h" />
<ClInclude Include="Unreal\Plugins\AirSim\Source\WorldSimApi.h" />
</ItemGroup>
<ItemGroup>
<None Include="Unreal\Plugins\AirSim\Source\AirSim.Build.4.15.cs" />
<None Include="Unreal\Plugins\AirSim\Source\AirSim.Build.cs" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

Просмотреть файл

@ -10,12 +10,12 @@ set "buildMode="
REM //check VS version
if "%VisualStudioVersion%" == "" (
echo(
echo oh oh... You need to run this command from x64 Native Tools Command Prompt for VS 2019.
echo oh oh... You need to run this command from x64 Native Tools Command Prompt for VS 2022.
goto :buildfailed_nomsg
)
if "%VisualStudioVersion%" lss "16.0" (
if "%VisualStudioVersion%" lss "17.0" (
echo(
echo Hello there! We just upgraded AirSim to Unreal Engine 4.24 and Visual Studio 2019.
echo Hello there! We just upgraded AirSim to Unreal Engine 4.24 and Visual Studio 2022.
echo Here are few easy steps for upgrade so everything is new and shiny:
echo https://github.com/Microsoft/AirSim/blob/master/docs/unreal_upgrade.md
goto :buildfailed_nomsg
@ -99,7 +99,7 @@ REM //---------- Build rpclib ------------
ECHO Starting cmake to build rpclib...
IF NOT EXIST external\rpclib\%RPC_VERSION_FOLDER%\build mkdir external\rpclib\%RPC_VERSION_FOLDER%\build
cd external\rpclib\%RPC_VERSION_FOLDER%\build
cmake -G"Visual Studio 16 2019" ..
cmake -G"Visual Studio 17 2022" ..
if "%buildMode%" == "" (
cmake --build .

Просмотреть файл

@ -16,11 +16,11 @@ Please see instructions [here](docker_ubuntu.md)
- Make sure you are [registered with Epic Games](https://docs.unrealengine.com/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.html). This is required to get source code access for Unreal Engine.
- Clone Unreal in your favorite folder and build it (this may take a while!). **Note**: We only support Unreal >= 4.25 at present. We recommend using 4.25.
- Clone Unreal in your favorite folder and build it (this may take a while!). **Note**: We only support Unreal >= 4.27 at present. We recommend using 4.27.
```bash
# go to the folder where you clone GitHub projects
git clone -b 4.25 git@github.com:EpicGames/UnrealEngine.git
git clone -b 4.27 git@github.com:EpicGames/UnrealEngine.git
cd UnrealEngine
./Setup.sh
./GenerateProjectFiles.sh
@ -37,7 +37,7 @@ git clone https://github.com/Microsoft/AirSim.git
cd AirSim
```
By default AirSim uses clang 8 to build for compatibility with UE 4.25. The setup script will install the right version of cmake, llvm, and eigen.
By default AirSim uses clang 8 to build for compatibility with UE 4.27. The setup script will install the right version of cmake, llvm, and eigen.
```bash
./setup.sh

Просмотреть файл

@ -4,7 +4,7 @@
1. [Download](https://www.unrealengine.com/download) the Epic Games Launcher. While the Unreal Engine is open source and free to download, registration is still required.
2. Run the Epic Games Launcher, open the `Unreal Engine` tab on the left pane.
Click on the `Install` button on the top right, which should show the option to download **Unreal Engine >= 4.25**. Chose the install location to suit your needs, as shown in the images below. If you have multiple versions of Unreal installed then **make sure the version you are using is set to `current`** by clicking down arrow next to the Launch button for the version.
Click on the `Install` button on the top right, which should show the option to download **Unreal Engine >= 4.27**. Chose the install location to suit your needs, as shown in the images below. If you have multiple versions of Unreal installed then **make sure the version you are using is set to `current`** by clicking down arrow next to the Launch button for the version.
**Note**: If you have UE 4.16 or older projects, please see the [upgrade guide](unreal_upgrade.md) to upgrade your projects.
@ -13,9 +13,9 @@ Click on the `Install` button on the top right, which should show the option to
![Unreal Engine Install Location UI Screenshot](images/ue_install_location.png)
## Build AirSim
* Install Visual Studio 2019.
**Make sure** to select **Desktop Development with C++** and **Windows 10 SDK 10.0.18362** (should be selected by default) and select the latest .NET Framework SDK under the 'Individual Components' tab while installing VS 2019.
* Start `Developer Command Prompt for VS 2019`.
* Install Visual Studio 2022.
**Make sure** to select **Desktop Development with C++** and **Windows 10 SDK 10.0.19041** (should be selected by default) and select the latest .NET Framework SDK under the 'Individual Components' tab while installing VS 2022.
* Start `Developer Command Prompt for VS 2022`.
* Clone the repo: `git clone https://github.com/Microsoft/AirSim.git`, and go the AirSim directory by `cd AirSim`.
**Note:** It's generally not a good idea to install AirSim in C drive. This can cause scripts to fail, and requires running VS in Admin mode. Instead clone in a different drive such as D or E.
@ -37,6 +37,9 @@ Alternatively, you can use [APIs](apis.md) for programmatic control or use the s
Once AirSim is set up by following above steps, you can,
1. Double click on .sln file to load the Blocks project in `Unreal\Environments\Blocks` (or .sln file in your own [custom](unreal_custenv.md) Unreal project). If you don't see .sln file then you probably haven't completed steps in Build Unreal Project section above.
**Note**: Unreal 4.27 will auto-generate the .sln file targetting Visual Studio 2019. Visual Studio 2022 will be able to load and run this .sln, but if you want full Visual Studio 2022 support, you will need to explicitly enable support by going to 'Edit->Editor Preferences->Source Code' and selecting 'Visual Studio 2022' for the 'Source Code Editor' setting.
2. Select your Unreal project as Start Up project (for example, Blocks project) and make sure Build config is set to "Develop Editor" and x64.
3. After Unreal Editor loads, press Play button.

Просмотреть файл

@ -1,128 +1,128 @@
variables:
container_linux: airsimci.azurecr.io/ue4p25p1/ubuntu18:debugeditor_fulldebugoff
ue4_root_linux: /home/ue4/ue-4.25.1-linux-debugeditor
container_win: airsimci.azurecr.io/ue4p25p1/win1809:pipe
ue4_root_win: C:\ue-4.25.1-win
stages:
- stage: AirSimCI
jobs:
- job: Ubuntu_1804
pool:
name: 'AirSim'
demands:
- Spec -equals Ubuntu_18.04
container:
image: $(container_linux)
endpoint: airsimci_acr_connection
variables:
ue4_root: $(ue4_root_linux)
workspace:
clean: all
steps:
# Setup / Prereq
- checkout: self
- script: |
./setup.sh
displayName: Install system dependencies
# Build AirLib
- script: |
./build.sh
displayName: Build AirLib
# Build UE Blocks project
- script: |
./update_from_git.sh
workingDirectory: Unreal/Environments/Blocks
displayName: Copy AirLib to Blocks (update_from_git.sh)
# Build Blocks
- script: |
$(UE4_ROOT)/Engine/Build/BatchFiles/Linux/Build.sh Blocks Linux Development \
-project=$(pwd)/Unreal/Environments/Blocks/Blocks.uproject
$(UE4_ROOT)/Engine/Build/BatchFiles/Linux/Build.sh BlocksEditor Linux Development \
-project=$(pwd)/Unreal/Environments/Blocks/Blocks.uproject
displayName: Build Blocks - Development
# Package Blocks
- script: |
$(UE4_ROOT)/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="$(pwd)/Unreal/Environments/Blocks/Blocks.uproject" \
-nop4 -nocompile -build -cook -compressed -pak -allmaps -stage \
-archive -archivedirectory="$(pwd)/Unreal/Environments/Blocks/Packaged/Development" \
-clientconfig=Development -clean -utf8output
displayName: Package Blocks - Development
# Publish Artifact for Blocks Linux
- task: PublishPipelineArtifact@1
inputs:
targetPath: 'Unreal/Environments/Blocks/Packaged'
artifactName: 'Blocks_Linux'
displayName: Artifact for Blocks Linux
condition: succeededOrFailed()
- task: ArchiveFiles@2
displayName: Blocks Linux Zip
inputs:
rootFolderOrFile: 'Unreal/Environments/Blocks/Packaged'
includeRootFolder: false
archiveType: 'zip'
archiveFile: 'Unreal/Environments/Blocks/Packaged/Blocks_Linux.zip'
replaceExistingArchive: true
- job: Windows_VS2019
pool:
name: 'AirSim'
demands:
- Spec -equals WinServer2019_VS2019_Datacenter
container:
image: $(container_win)
endpoint: airsimci_acr_connection
variables:
ue4_root: $(ue4_root_win)
workspace:
clean: all
steps:
- checkout: self
# Build AirLib
- script: |
call "C:\BuildTools\VC\Auxiliary\Build\vcvars64.bat"
call .\build.cmd
displayName: Build AirLib
- script: |
call "C:\BuildTools\VC\Auxiliary\Build\vcvars64.bat"
call .\update_from_git_ci.bat
workingDirectory: Unreal/Environments/Blocks
displayName: Copy AirLib to Blocks (update_from_git_ci.bat)
# Build Blocks
- script: |
call "%UE4_ROOT%\Engine\Build\BatchFiles\Build.bat" Blocks Win64 Development -project="%CD%\Unreal\Environments\Blocks\Blocks.uproject"
call "%UE4_ROOT%\Engine\Build\BatchFiles\Build.bat" BlocksEditor Win64 Development -project="%CD%\Unreal\Environments\Blocks\Blocks.uproject"
displayName: Build Blocks - Development
# Package Blocks
- script: |
call "%UE4_ROOT%\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project="%CD%\Unreal\Environments\Blocks\Blocks.uproject" -nop4 -nocompile -build -cook -compressed -pak -allmaps -stage -archive -archivedirectory="%CD%\Unreal\Environments\Blocks\Packaged\Development" -clientconfig=Development -clean -utf8output
displayName: Package Blocks - Development
# Publish Artifact for Blocks Windows
- task: PublishPipelineArtifact@1
inputs:
targetPath: 'Unreal/Environments/Blocks/Packaged'
artifactName: 'Blocks_Windows'
displayName: Artifact for Blocks Windows
condition: succeededOrFailed()
- task: ArchiveFiles@2
displayName: Blocks Windows Zip
inputs:
rootFolderOrFile: 'Unreal/Environments/Blocks/Packaged'
includeRootFolder: false
archiveType: 'zip'
archiveFile: 'Unreal/Environments/Blocks/Packaged/Blocks_Windows.zip'
replaceExistingArchive: true
variables:
container_linux: airsimci.azurecr.io/ue4p25p1/ubuntu18:debugeditor_fulldebugoff
ue4_root_linux: /home/ue4/ue-4.25.1-linux-debugeditor
container_win: airsimci.azurecr.io/ue4p27p2/win1809:pipe
ue4_root_win: C:\ue-4.27.2-win
stages:
- stage: AirSimCI
jobs:
- job: Ubuntu_1804
pool:
name: 'AirSim'
demands:
- Spec -equals Ubuntu_18.04
container:
image: $(container_linux)
endpoint: airsimci_acr_connection
variables:
ue4_root: $(ue4_root_linux)
workspace:
clean: all
steps:
# Setup / Prereq
- checkout: self
- script: |
./setup.sh
displayName: Install system dependencies
# Build AirLib
- script: |
./build.sh
displayName: Build AirLib
# Build UE Blocks project
- script: |
./update_from_git.sh
workingDirectory: Unreal/Environments/Blocks
displayName: Copy AirLib to Blocks (update_from_git.sh)
# Build Blocks
- script: |
$(UE4_ROOT)/Engine/Build/BatchFiles/Linux/Build.sh Blocks Linux Development \
-project=$(pwd)/Unreal/Environments/Blocks/Blocks.uproject
$(UE4_ROOT)/Engine/Build/BatchFiles/Linux/Build.sh BlocksEditor Linux Development \
-project=$(pwd)/Unreal/Environments/Blocks/Blocks.uproject
displayName: Build Blocks - Development
# Package Blocks
- script: |
$(UE4_ROOT)/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="$(pwd)/Unreal/Environments/Blocks/Blocks.uproject" \
-nop4 -nocompile -build -cook -compressed -pak -allmaps -stage \
-archive -archivedirectory="$(pwd)/Unreal/Environments/Blocks/Packaged/Development" \
-clientconfig=Development -clean -utf8output
displayName: Package Blocks - Development
# Publish Artifact for Blocks Linux
- task: PublishPipelineArtifact@1
inputs:
targetPath: 'Unreal/Environments/Blocks/Packaged'
artifactName: 'Blocks_Linux'
displayName: Artifact for Blocks Linux
condition: succeededOrFailed()
- task: ArchiveFiles@2
displayName: Blocks Linux Zip
inputs:
rootFolderOrFile: 'Unreal/Environments/Blocks/Packaged'
includeRootFolder: false
archiveType: 'zip'
archiveFile: 'Unreal/Environments/Blocks/Packaged/Blocks_Linux.zip'
replaceExistingArchive: true
- job: Windows_VS2019
pool:
name: 'AirSim'
demands:
- Spec -equals WinServer2019_VS2019_Datacenter
container:
image: $(container_win)
endpoint: airsimci_acr_connection
variables:
ue4_root: $(ue4_root_win)
workspace:
clean: all
steps:
- checkout: self
# Build AirLib
- script: |
call "C:\BuildTools\VC\Auxiliary\Build\vcvars64.bat"
call .\build.cmd
displayName: Build AirLib
- script: |
call "C:\BuildTools\VC\Auxiliary\Build\vcvars64.bat"
call .\update_from_git_ci.bat
workingDirectory: Unreal/Environments/Blocks
displayName: Copy AirLib to Blocks (update_from_git_ci.bat)
# Build Blocks
- script: |
call "%UE4_ROOT%\Engine\Build\BatchFiles\Build.bat" Blocks Win64 Development -project="%CD%\Unreal\Environments\Blocks\Blocks.uproject"
call "%UE4_ROOT%\Engine\Build\BatchFiles\Build.bat" BlocksEditor Win64 Development -project="%CD%\Unreal\Environments\Blocks\Blocks.uproject"
displayName: Build Blocks - Development
# Package Blocks
- script: |
call "%UE4_ROOT%\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project="%CD%\Unreal\Environments\Blocks\Blocks.uproject" -nop4 -nocompile -build -cook -compressed -pak -allmaps -stage -archive -archivedirectory="%CD%\Unreal\Environments\Blocks\Packaged\Development" -clientconfig=Development -clean -utf8output
displayName: Package Blocks - Development
# Publish Artifact for Blocks Windows
- task: PublishPipelineArtifact@1
inputs:
targetPath: 'Unreal/Environments/Blocks/Packaged'
artifactName: 'Blocks_Windows'
displayName: Artifact for Blocks Windows
condition: succeededOrFailed()
- task: ArchiveFiles@2
displayName: Blocks Windows Zip
inputs:
rootFolderOrFile: 'Unreal/Environments/Blocks/Packaged'
includeRootFolder: false
archiveType: 'zip'
archiveFile: 'Unreal/Environments/Blocks/Packaged/Blocks_Windows.zip'
replaceExistingArchive: true