// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. using System.Collections.Generic; using System.IO; using UnrealBuildTool; [SupportedPlatforms("Win32", "Win64", "Mac", "Linux")] [SupportedConfigurations(UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping)] public class UnrealCEFSubProcessTarget : TargetRules { public UnrealCEFSubProcessTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealCEFSubProcess"; // Change the undecorated exe name to be the shipping one on windows UndecoratedConfiguration = UnrealTargetConfiguration.Shipping; // Turn off various third party features we don't need // Currently we force Lean and Mean mode bBuildDeveloperTools = false; // Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine bCompileAgainstEngine = false; bCompileAgainstCoreUObject = false; bBuildWithEditorOnlyData = true; // Never use malloc profiling in CEFSubProcess. bUseMallocProfiler = false; // Force all shader formats to be built and included. //bForceBuildShaderFormats = true; // CEFSubProcess is a console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = false; // Disable logging, as the sub processes are spawned often and logging will just slow them down GlobalDefinitions.Add("ALLOW_LOG_FILE=0"); // Epic Games Launcher needs to run on OS X 10.9, so CEFSubProcess needs this as well bEnableOSX109Support = true; } }