// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.Collections.Generic; [SupportedPlatforms(UnrealTargetPlatform.Win64, UnrealTargetPlatform.Mac)] public class SymbolDebuggerTarget : TargetRules { public SymbolDebuggerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "SymbolDebugger"; ExtraModuleNames.Add("EditorStyle"); } // // TargetRules interface. // public override void SetupGlobalEnvironment( TargetInfo Target, ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration, ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration ) { OutCPPEnvironmentConfiguration.Definitions.Add("WITH_DATABASE_SUPPORT=1"); UEBuildConfiguration.bCompileLeanAndMeanUE = true; // Don't need editor UEBuildConfiguration.bBuildEditor = false; // SymbolDebugger doesn't ever compile with the engine linked in UEBuildConfiguration.bCompileAgainstEngine = false; UEBuildConfiguration.bCompileAgainstCoreUObject = true; UEBuildConfiguration.bIncludeADO = true; // SymbolDebugger.exe has no exports, so no need to verify that a .lib and .exp file was emitted by // the linker. OutLinkEnvironmentConfiguration.bHasExports = false; } }