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The IMPLEMENT_MODULE macro now defines an empty function called IMPLEMENT_MODULE_{ModuleName}, to which we force a reference to via the linker command line. This behavior can be disabled on a per-module basis by setting bRequiresImplementModule = false from a .build.cs file.
#rb none
[CL 4827582 by Ben Marsh in Main branch]
28 lines
1.2 KiB
C#
28 lines
1.2 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class BuildSettings : ModuleRules
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{
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public BuildSettings(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePathModuleNames.Add("Core");
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bRequiresImplementModule = false;
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PrivateDefinitions.Add(string.Format("ENGINE_VERSION_MAJOR={0}", Target.Version.MajorVersion));
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PrivateDefinitions.Add(string.Format("ENGINE_VERSION_MINOR={0}", Target.Version.MinorVersion));
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PrivateDefinitions.Add(string.Format("ENGINE_VERSION_HOTFIX={0}", Target.Version.PatchVersion));
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PrivateDefinitions.Add(string.Format("ENGINE_IS_LICENSEE_VERSION={0}", Target.Version.IsLicenseeVersion? "true" : "false"));
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PrivateDefinitions.Add(string.Format("ENGINE_IS_PROMOTED_BUILD={0}", Target.Version.IsPromotedBuild? "true" : "false"));
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PrivateDefinitions.Add(string.Format("CURRENT_CHANGELIST={0}", Target.Version.Changelist));
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PrivateDefinitions.Add(string.Format("COMPATIBLE_CHANGELIST={0}", Target.Version.EffectiveCompatibleChangelist));
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PrivateDefinitions.Add(string.Format("BRANCH_NAME=\"{0}\"", Target.Version.BranchName));
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PrivateDefinitions.Add(string.Format("BUILD_VERSION=\"{0}\"", Target.BuildVersion));
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}
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}
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