diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp index cdffee9318c4..4eb516fb637d 100644 --- a/platform/android/export/export_plugin.cpp +++ b/platform/android/export/export_plugin.cpp @@ -2225,17 +2225,16 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_ } bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const { - String err; - bool valid = false; - const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build"); - #ifdef MODULE_MONO_ENABLED - err += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n"; - err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; // Don't check for additional errors, as this particular error cannot be resolved. - r_error = err; + r_error += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n"; + r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; return false; -#endif +#else + + String err; + bool valid = false; + const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build"); // Look for export templates (first official, and if defined custom templates). @@ -2366,6 +2365,7 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref &p_preset, String &r_error) const { diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp index 35dc058808bb..544bfb71e0ee 100644 --- a/platform/ios/export/export_plugin.cpp +++ b/platform/ios/export/export_plugin.cpp @@ -1925,16 +1925,15 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const { - String err; - bool valid = false; - #ifdef MODULE_MONO_ENABLED - err += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n"; - err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; // Don't check for additional errors, as this particular error cannot be resolved. - r_error = err; + r_error += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n"; + r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; return false; -#endif +#else + + String err; + bool valid = false; // Look for export templates (first official, and if defined custom templates). @@ -1962,6 +1961,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref &p_preset, String &r_error) const { diff --git a/platform/uwp/export/export_plugin.cpp b/platform/uwp/export/export_plugin.cpp index 016a87e31df6..c92520b75542 100644 --- a/platform/uwp/export/export_plugin.cpp +++ b/platform/uwp/export/export_plugin.cpp @@ -136,7 +136,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref &p_preset, String &r_error) const { @@ -185,7 +186,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref &p_preset, bool p_debug, const String &p_path, int p_flags) { diff --git a/platform/web/export/export_plugin.cpp b/platform/web/export/export_plugin.cpp index 415390f7400e..38e2714d9f4e 100644 --- a/platform/web/export/export_plugin.cpp +++ b/platform/web/export/export_plugin.cpp @@ -360,17 +360,16 @@ Ref EditorExportPlatformWeb::get_logo() const { } bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const { - String err; - bool valid = false; - bool extensions = (bool)p_preset->get("variant/extensions_support"); - #ifdef MODULE_MONO_ENABLED - err += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n"; - err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; // Don't check for additional errors, as this particular error cannot be resolved. - r_error = err; + r_error += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n"; + r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; return false; -#endif +#else + + String err; + bool valid = false; + bool extensions = (bool)p_preset->get("variant/extensions_support"); // Look for export templates (first official, and if defined custom templates). bool dvalid = exists_export_template(_get_template_name(extensions, true), &err); @@ -397,6 +396,7 @@ bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref &p_preset, String &r_error) const {