Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/UnrealHeaderTool.Target.cs
Johan Torp 89072caf19 Fix FName crash when constructing from WIDECHAR / TCHAR nullptr and added page protection to catch FNameEntry stomps
Discussed cost of page protection on different platforms with Arciel Rekman and we both think it should be non-noticable.

#jira FORT-171302, UE-76025
#rb steve.robb, pj.kack, johan.berg

[CL 6953113 by Johan Torp in Main branch]
2019-06-12 04:59:42 -04:00

41 lines
1.4 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UnrealHeaderToolTarget : TargetRules
{
public UnrealHeaderToolTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Modular;
LaunchModuleName = "UnrealHeaderTool";
// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
bUseMallocProfiler = false;
bCompileICU = false;
// Editor-only data, however, is needed
bBuildWithEditorOnlyData = true;
// 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;
bCompileAgainstApplicationCore = false;
// Force execption handling across all modules.
bForceEnableExceptions = true;
// Plugin support
bCompileWithPluginSupport = true;
bBuildDeveloperTools = true;
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = true;
GlobalDefinitions.Add("HACK_HEADER_GENERATOR=1");
GlobalDefinitions.Add("FNAME_WRITE_PROTECT_PAGES=0");
GlobalDefinitions.Add("USE_LOCALIZED_PACKAGE_CACHE=0");
}
}