diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp index cdffee9318..4eb516fb63 100644 --- a/platform/android/export/export_plugin.cpp +++ b/platform/android/export/export_plugin.cpp @@ -2225,18 +2225,17 @@ 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 { +#ifdef MODULE_MONO_ENABLED + // Don't check for additional errors, as this particular error cannot be resolved. + 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; +#else + 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; - return false; -#endif - // Look for export templates (first official, and if defined custom templates). if (!gradle_build_enabled) { @@ -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 35dc058808..544bfb71e0 100644 --- a/platform/ios/export/export_plugin.cpp +++ b/platform/ios/export/export_plugin.cpp @@ -1925,17 +1925,16 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const { +#ifdef MODULE_MONO_ENABLED + // Don't check for additional errors, as this particular error cannot be resolved. + 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; +#else + 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; - return false; -#endif - // Look for export templates (first official, and if defined custom templates). bool dvalid = exists_export_template("ios.zip", &err); @@ -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 016a87e31d..c92520b755 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 415390f740..38e2714d9f 100644 --- a/platform/web/export/export_plugin.cpp +++ b/platform/web/export/export_plugin.cpp @@ -360,18 +360,17 @@ 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 { +#ifdef MODULE_MONO_ENABLED + // Don't check for additional errors, as this particular error cannot be resolved. + 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; +#else + 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; - return false; -#endif - // Look for export templates (first official, and if defined custom templates). bool dvalid = exists_export_template(_get_template_name(extensions, true), &err); bool rvalid = exists_export_template(_get_template_name(extensions, false), &err); @@ -397,6 +396,7 @@ bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref &p_preset, String &r_error) const {