2020-09-24 00:43:27 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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2024-05-10 16:36:15 -04:00
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[SupportedPlatforms("Win64")]
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2020-09-24 00:43:27 -04:00
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public class ChaosVisualDebuggerTarget : TargetRules
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{
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public ChaosVisualDebuggerTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LinkType = TargetLinkType.Monolithic;
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LaunchModuleName = "ChaosVisualDebugger";
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2024-04-09 19:24:14 -04:00
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BuildEnvironment = TargetBuildEnvironment.Unique;
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2020-09-24 00:43:27 -04:00
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2024-04-09 19:24:14 -04:00
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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2020-09-24 00:43:27 -04:00
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bIsBuildingConsoleApplication = false;
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2024-04-09 19:24:14 -04:00
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bCompileAgainstCoreUObject = true;
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bCompileAgainstEngine = true;
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bCompileAgainstEditor = true;
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bBuildWithEditorOnlyData = true;
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bUsesSlate = true;
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bEnableTrace = true;
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bUseLoggingInShipping = true;
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bCompileWithPluginSupport = true;
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bBuildDeveloperTools = true;
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// Disabled whatever we can and we don't need
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bCompilePython = false;
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bCompileICU = true;
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bCompileRecast = false;
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bUseGameplayDebugger = false;
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bCompileNavmeshClusterLinks = false;
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bCompileNavmeshSegmentLinks = false;
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bWithLiveCoding = false;
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bIncludePluginsForTargetPlatforms = false;
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OptedInModulePlatforms = new UnrealTargetPlatform[] { UnrealTargetPlatform.Win64 };
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AdditionalPlugins.AddRange(new string[]
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{
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"ChaosVD",
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"GeometryProcessing",
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"PropertyAccessEditor"
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});
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EnablePlugins.Add("GeometryProcessing");
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EnablePlugins.Add("ChaosVD");
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EnablePlugins.Add("PropertyAccessEditor");
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GlobalDefinitions.Add("AUTOSDKS_ENABLED=0");
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GlobalDefinitions.Add("ASSETREGISTRY_ENABLE_PREMADE_REGISTRY_IN_EDITOR=1");
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GlobalDefinitions.Add("UE_IS_COOKED_EDITOR=1");
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GlobalDefinitions.Add("UE_FORCE_USE_PAKS=1");
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GlobalDefinitions.Add("UE_FORCE_USE_IOSTORE=1");
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// this will allow shader compiling to work based on whether or not the shaders directory is present
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// to determine if we should allow shader compilation
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GlobalDefinitions.Add("UE_ALLOW_SHADER_COMPILING_BASED_ON_SHADER_DIRECTORY_EXISTENCE=1");
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2020-09-24 00:43:27 -04:00
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}
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}
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