// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.Collections.Generic; public class UnrealFrontendTarget : TargetRules { public UnrealFrontendTarget( TargetInfo Target ) { Type = TargetType.Program; AdditionalPlugins.Add("UdpMessaging"); } // // TargetRules interface. // public override void SetupBinaries( TargetInfo Target, ref List OutBuildBinaryConfigurations, ref List OutExtraModuleNames) { OutBuildBinaryConfigurations.Add( new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable, InModuleNames: new List() { "UnrealFrontend" } ) ); } public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration) { return false; } public override void SetupGlobalEnvironment( TargetInfo Target, ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration, ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration) { UEBuildConfiguration.bBuildEditor = false; UEBuildConfiguration.bCompileAgainstEngine = false; UEBuildConfiguration.bCompileAgainstCoreUObject = true; UEBuildConfiguration.bForceBuildTargetPlatforms = true; UEBuildConfiguration.bCompileWithStatsWithoutEngine = true; UEBuildConfiguration.bCompileWithPluginSupport = true; OutLinkEnvironmentConfiguration.bHasExports = false; } public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, out bool bInternalToolOnly, out bool SeparateNode, out bool CrossCompile) { bInternalToolOnly = false; SeparateNode = false; CrossCompile = false; return true; } public override bool GUBP_NeedsPlatformSpecificDLLs() { return true; } }