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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool ;
using System.Collections.Generic ;
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[SupportedPlatforms("Win64", "Mac", "Linux")]
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[SupportedConfigurations(UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping)]
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public class BuildPatchToolTarget : TargetRules
{
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public BuildPatchToolTarget ( TargetInfo Target ) : base ( Target )
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{
Type = TargetType . Program ;
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LinkType = TargetLinkType . Monolithic ;
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IncludeOrderVersion = EngineIncludeOrderVersion . Latest ;
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LaunchModuleName = "BuildPatchTool" ;
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bLegalToDistributeBinary = true ;
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UndecoratedConfiguration = UnrealTargetConfiguration . Shipping ;
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bCompileAgainstEngine = false ;
bCompileAgainstCoreUObject = false ;
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if ( Target . Configuration = = UnrealTargetConfiguration . Shipping )
{
// AutomationController is referenced by BuildPatchTool.build.cs, and references a ton of editor things that it probably shouldn't. Need ApplicationCore for this.
bCompileAgainstApplicationCore = false ;
}
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bBuildDeveloperTools = false ;
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bUseLoggingInShipping = true ;
bUseChecksInShipping = true ;
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bIsBuildingConsoleApplication = true ;
bHasExports = false ;
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bWithServerCode = false ;
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}
}