Files
UnrealEngineUWP/Engine/Source/Programs/UnrealMultiUserSlateServer/UnrealMultiUserSlateServer.Target.cs
valentin ritzi 63f6a62f18 [Concert] Adapting ConcertSyncServer / UnrealMultiUserServer to work with QuicMessaging
Adapting the ConcertSyncServer and the UnrealMultiUserServer configs and code to work with QuicMessaging as an alternative to UdpMessaging.

#jira UCS-7220
#rb jason.walter, manuel.lang
#review-26052126

[CL 26176638 by valentin ritzi in 5.3 branch]
2023-06-22 04:20:52 -04:00

32 lines
1.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UnrealMultiUserSlateServerTarget : TargetRules
{
public UnrealMultiUserSlateServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Modular;
LaunchModuleName = "UnrealMultiUserSlateServer";
AdditionalPlugins.Add("UdpMessaging");
AdditionalPlugins.Add("QuicMessaging");
AdditionalPlugins.Add("ConcertSyncServer");
AdditionalPlugins.Add("MultiUserServer");
// This app compiles against Core/CoreUObject, but not the Engine or Editor, so compile out Engine and Editor references from Core/CoreUObject
bCompileAgainstCoreUObject = true;
bCompileAgainstEngine = false;
bBuildWithEditorOnlyData = false;
// Enable Developer plugins (like Concert!)
bCompileWithPluginSupport = true;
bBuildDeveloperTools = true;
bIsBuildingConsoleApplication = false;
GlobalDefinitions.Add("UE_LOG_CONCERT_DEBUG_VERBOSITY_LEVEL=Log");
GlobalDefinitions.Add("UE_TRACE_ENABLED=1");
}
}