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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms("Win64")]
public class ChaosVisualDebuggerTarget : TargetRules
{
public ChaosVisualDebuggerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "ChaosVisualDebugger";
BuildEnvironment = TargetBuildEnvironment.Unique;
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
bIsBuildingConsoleApplication = false;
bCompileAgainstCoreUObject = true;
bCompileAgainstEngine = true;
bCompileAgainstEditor = true;
bBuildWithEditorOnlyData = true;
bUsesSlate = true;
bEnableTrace = true;
bUseLoggingInShipping = true;
bCompileWithPluginSupport = true;
bBuildDeveloperTools = true;
// Disabled whatever we can and we don't need
bCompilePython = false;
bCompileICU = true;
bCompileRecast = false;
bUseGameplayDebugger = false;
bCompileNavmeshClusterLinks = false;
bCompileNavmeshSegmentLinks = false;
bWithLiveCoding = false;
bIncludePluginsForTargetPlatforms = false;
OptedInModulePlatforms = new UnrealTargetPlatform[] { UnrealTargetPlatform.Win64 };
AdditionalPlugins.AddRange(new string[]
{
"ChaosVD",
"GeometryProcessing",
"PropertyAccessEditor"
});
EnablePlugins.Add("GeometryProcessing");
EnablePlugins.Add("ChaosVD");
EnablePlugins.Add("PropertyAccessEditor");
GlobalDefinitions.Add("AUTOSDKS_ENABLED=0");
GlobalDefinitions.Add("ASSETREGISTRY_ENABLE_PREMADE_REGISTRY_IN_EDITOR=1");
GlobalDefinitions.Add("UE_IS_COOKED_EDITOR=1");
GlobalDefinitions.Add("UE_FORCE_USE_PAKS=1");
GlobalDefinitions.Add("UE_FORCE_USE_IOSTORE=1");
// this will allow shader compiling to work based on whether or not the shaders directory is present
// to determine if we should allow shader compilation
GlobalDefinitions.Add("UE_ALLOW_SHADER_COMPILING_BASED_ON_SHADER_DIRECTORY_EXISTENCE=1");
}
}