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-rw-r--r--platform/android/export/export_plugin.cpp13
1 files changed, 5 insertions, 8 deletions
diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp
index 9e46085b2a..6f0341d75c 100644
--- a/platform/android/export/export_plugin.cpp
+++ b/platform/android/export/export_plugin.cpp
@@ -2225,17 +2225,15 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_
}
bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<EditorExportPreset> &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
+ // Android export is still a work in progress, keep a message as a warning.
+ err += TTR("Exporting to Android when using C#/.NET is experimental.") + "\n";
+#endif
+
// Look for export templates (first official, and if defined custom templates).
if (!gradle_build_enabled) {
@@ -2365,7 +2363,6 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
}
return valid;
-#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {