// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.IO; using System.Text; namespace UnrealBuildTool { [Serializable] public class UEBuildClient : UEBuildTarget { public UEBuildClient(TargetDescriptor InDesc, TargetRules InRulesObject) : base(InDesc, InRulesObject, "UE4Client") { if (ShouldCompileMonolithic()) { if ((UnrealBuildTool.IsDesktopPlatform(Platform) == false) || (Platform == UnrealTargetPlatform.WinRT) || (Platform == UnrealTargetPlatform.WinRT_ARM)) { // We are compiling for a console... // We want the output to go into the \Binaries folder if (InRulesObject.bOutputToEngineBinaries == false) { for (int Index = 0; Index < OutputPaths.Length; Index++ ) { OutputPaths[Index] = OutputPaths[Index].Replace("Engine\\Binaries", InDesc.TargetName + "\\Binaries"); } } } } } protected override void SetupBinaries() { base.SetupBinaries(); { // Make the game executable. UEBuildBinaryConfiguration Config = new UEBuildBinaryConfiguration(InType: UEBuildBinaryType.Executable, InOutputFilePaths: OutputPaths, InIntermediateDirectory: EngineIntermediateDirectory, bInCreateImportLibrarySeparately: (ShouldCompileMonolithic() ? false : true), bInAllowExports: !ShouldCompileMonolithic(), InModuleNames: new List() { "Launch" }); AppBinaries.Add(new UEBuildBinaryCPP(this, Config)); } // Add the other modules that we want to compile along with the executable. These aren't necessarily // dependencies to any of the other modules we're building, so we need to opt in to compile them. { // Modules should properly identify the 'extra modules' they need now. // There should be nothing here! } // Allow the platform to setup binaries UEBuildPlatform.GetBuildPlatform(Platform).SetupBinaries(this); } public override void SetupDefaultGlobalEnvironment( TargetInfo Target, ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration, ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration ) { UEBuildConfiguration.bCompileLeanAndMeanUE = true; // Do not include the editor UEBuildConfiguration.bBuildEditor = false; UEBuildConfiguration.bBuildWithEditorOnlyData = false; // Require cooked data UEBuildConfiguration.bBuildRequiresCookedData = true; // Compile the engine UEBuildConfiguration.bCompileAgainstEngine = true; // Tag it as a 'Game' build OutCPPEnvironmentConfiguration.Definitions.Add("UE_GAME=1"); // no exports, so no need to verify that a .lib and .exp file was emitted by the linker. OutLinkEnvironmentConfiguration.bHasExports = false; // Disable server code UEBuildConfiguration.bWithServerCode = false; } } }