// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.Collections.Generic; public class SymbolDebuggerTarget : TargetRules { public SymbolDebuggerTarget(TargetInfo Target) { Type = TargetType.Program; } // // TargetRules interface. // public override bool GetSupportedPlatforms(ref List OutPlatforms) { OutPlatforms.Add(UnrealTargetPlatform.Win64); OutPlatforms.Add(UnrealTargetPlatform.Mac); return true; } public override void SetupBinaries( TargetInfo Target, ref List OutBuildBinaryConfigurations, ref List OutExtraModuleNames ) { OutBuildBinaryConfigurations.Add( new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable, InModuleNames: new List() { "SymbolDebugger" }) ); OutExtraModuleNames.Add("EditorStyle"); } public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration) { return true; } 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; } }