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- Changed the very high level loop over targets and architectures to move the Architecture as innermost loop - this allows each target to compile with different architectures in the case of mutli-target compiling - Added [Editor]DefaultArchitecture to Mac ini's - the [Editor]TargetArchitecture property is now what the target _supports_, and Default is what it will be built with if no architecture is specified (usually will be "Host" to indicate that whatever the current host platform is will be what is compiled. "All" can be used to compile Fat binaries by default. - Updated the LinkEnvironment constructor that takes another LinkEnvironment and an Architecture, to filter the input files for that architecture, and removed the similar code from MacToolchain - Updates for Programs for Mac compilation, either: - Adding an .ini and a .uproject files - programs need a .uproject for UBT to be able to find their Config directory in a standard way) - Marking the Target as not supporting Mac (some programs call Windows code directly) - Updating libs to be fat (intel+arm) #rb david.harvey #preflight 638e47395624e6da5e9658d6 [CL 23397419 by Josh Adams in ue5-main branch]
38 lines
1.0 KiB
C#
38 lines
1.0 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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[SupportedPlatforms("Win64", "Linux")]
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public class SymsLibDumpTarget : TargetRules
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{
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public SymsLibDumpTarget(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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LaunchModuleName = "SymsLibDump";
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// Make SymsLibDump the shipping version
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UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
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// Lean and mean
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bBuildDeveloperTools = false;
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// Compile out references from Core to the rest of the engine
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = false;
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// Logs are still useful to print the results
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bUseLoggingInShipping = true;
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// Make a console application under Windows, so entry point is main() everywhere
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bIsBuildingConsoleApplication = true;
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// Only output on Error or higher logs in shipping builds
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if (Target.Configuration == UnrealTargetConfiguration.Shipping)
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{
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GlobalDefinitions.Add("COMPILED_IN_MINIMUM_VERBOSITY=Error");
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}
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}
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}
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