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#rb none #jira UE-181761 #rnx #preflight 644643bab14f1faacf8a1536 - When the tool was created we tried to avoid discovering all plugins as it was very slow. Since then it has been optimized and only costs 500ms or so, which for now is acceptable. So now we allow plugins to be discovered in the normal way. If the plugins have been set up correctly to work with the tool then they will be loaded. - Note that the perforce plugin still needs to be mounted manually, but no longer needs the paths adding. - Removed UE_DISABLE_PLUGIN_DISCOVERY from the Target.cs so that we scan for all plugins on startup. - Removed adding of perforce to AdditionalPlugins in the Target.cs as it wasn't really doing anything. [CL 25161223 by paul chipchase in ue5-main branch]
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class UnrealVirtualizationToolTarget : TargetRules
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{
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public UnrealVirtualizationToolTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LinkType = TargetLinkType.Monolithic;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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LaunchModuleName = "UnrealVirtualizationTool";
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bBuildDeveloperTools = false;
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bCompileAgainstEditor = false;
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bBuildWithEditorOnlyData = true;
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// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
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bCompileAgainstApplicationCore = true;
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bCompileAgainstCoreUObject = true;
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bCompileAgainstEngine = false;
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bUsesSlate = false;
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// This app is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
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bIsBuildingConsoleApplication = true;
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// Enable Developer plugins
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bCompileWithPluginSupport = true;
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GlobalDefinitions.Add("UE_TRACE_ENABLED=1");
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GlobalDefinitions.Add("UE_SUPPORT_FULL_PACKAGEPATH=1");
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}
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}
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