Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/TargetRules.cs
Marc Audy bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00

2813 lines
84 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using EpicGames.Core;
namespace UnrealBuildTool
{
/// <summary>
/// The type of target
/// </summary>
[Serializable]
public enum TargetType
{
/// <summary>
/// Cooked monolithic game executable (GameName.exe). Also used for a game-agnostic engine executable (UnrealGame.exe or RocketGame.exe)
/// </summary>
Game,
/// <summary>
/// Uncooked modular editor executable and DLLs (UnrealEditor.exe, UnrealEditor*.dll, GameName*.dll)
/// </summary>
Editor,
/// <summary>
/// Cooked monolithic game client executable (GameNameClient.exe, but no server code)
/// </summary>
Client,
/// <summary>
/// Cooked monolithic game server executable (GameNameServer.exe, but no client code)
/// </summary>
Server,
/// <summary>
/// Program (standalone program, e.g. ShaderCompileWorker.exe, can be modular or monolithic depending on the program)
/// </summary>
Program,
}
/// <summary>
/// Specifies how to link all the modules in this target
/// </summary>
[Serializable]
public enum TargetLinkType
{
/// <summary>
/// Use the default link type based on the current target type
/// </summary>
Default,
/// <summary>
/// Link all modules into a single binary
/// </summary>
Monolithic,
/// <summary>
/// Link modules into individual dynamic libraries
/// </summary>
Modular,
}
/// <summary>
/// Specifies whether to share engine binaries and intermediates with other projects, or to create project-specific versions. By default,
/// editor builds always use the shared build environment (and engine binaries are written to Engine/Binaries/Platform), but monolithic builds
/// and programs do not (except in installed builds). Using the shared build environment prevents target-specific modifications to the build
/// environment.
/// </summary>
[Serializable]
public enum TargetBuildEnvironment
{
/// <summary>
/// Engine binaries and intermediates are output to the engine folder. Target-specific modifications to the engine build environment will be ignored.
/// </summary>
Shared,
/// <summary>
/// Engine binaries and intermediates are specific to this target
/// </summary>
Unique,
}
/// <summary>
/// Determines which version of the engine to take default build settings from. This allows for backwards compatibility as new options are enabled by default.
/// </summary>
public enum BuildSettingsVersion
{
/// <summary>
/// Legacy default build settings for 4.23 and earlier.
/// </summary>
V1,
/// <summary>
/// New defaults for 4.24: ModuleRules.PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs, ModuleRules.bLegacyPublicIncludePaths = false.
/// </summary>
V2,
// *** When adding new entries here, be sure to update GameProjectUtils::GetDefaultBuildSettingsVersion() to ensure that new projects are created correctly. ***
/// <summary>
/// Always use the defaults for the current engine version. Note that this may cause compatibility issues when upgrading.
/// </summary>
Latest
}
/// <summary>
/// Attribute used to mark fields which much match between targets in the shared build environment
/// </summary>
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property, AllowMultiple = false)]
class RequiresUniqueBuildEnvironmentAttribute : Attribute
{
}
/// <summary>
/// Attribute used to mark configurable sub-objects
/// </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
class ConfigSubObjectAttribute : Attribute
{
}
/// <summary>
/// TargetRules is a data structure that contains the rules for defining a target (application/executable)
/// </summary>
public abstract partial class TargetRules
{
/// <summary>
/// Static class wrapping constants aliasing the global TargetType enum.
/// </summary>
public static class TargetType
{
/// <summary>
/// Alias for TargetType.Game
/// </summary>
public const global::UnrealBuildTool.TargetType Game = global::UnrealBuildTool.TargetType.Game;
/// <summary>
/// Alias for TargetType.Editor
/// </summary>
public const global::UnrealBuildTool.TargetType Editor = global::UnrealBuildTool.TargetType.Editor;
/// <summary>
/// Alias for TargetType.Client
/// </summary>
public const global::UnrealBuildTool.TargetType Client = global::UnrealBuildTool.TargetType.Client;
/// <summary>
/// Alias for TargetType.Server
/// </summary>
public const global::UnrealBuildTool.TargetType Server = global::UnrealBuildTool.TargetType.Server;
/// <summary>
/// Alias for TargetType.Program
/// </summary>
public const global::UnrealBuildTool.TargetType Program = global::UnrealBuildTool.TargetType.Program;
}
/// <summary>
/// The name of this target
/// </summary>
public string Name
{
get
{
if (!String.IsNullOrEmpty(NameOverride))
{
return NameOverride;
}
return DefaultName;
}
set
{
NameOverride = value;
}
}
/// <summary>
/// If the Name of this target has been overriden
/// </summary>
public bool IsNameOverriden() { return !String.IsNullOrEmpty(NameOverride); }
private string? NameOverride;
private readonly string DefaultName;
/// <summary>
/// File containing this target
/// </summary>
internal FileReference File { get; set; }
/// <summary>
/// Platform that this target is being built for.
/// </summary>
public readonly UnrealTargetPlatform Platform;
/// <summary>
/// The configuration being built.
/// </summary>
public readonly UnrealTargetConfiguration Configuration;
/// <summary>
/// Architecture that the target is being built for (or an empty string for the default).
/// </summary>
public readonly string Architecture;
/// <summary>
/// Path to the project file for the project containing this target.
/// </summary>
public readonly FileReference? ProjectFile;
/// <summary>
/// The current build version
/// </summary>
public readonly ReadOnlyBuildVersion Version;
/// <summary>
/// The type of target.
/// </summary>
public global::UnrealBuildTool.TargetType Type = global::UnrealBuildTool.TargetType.Game;
/// <summary>
/// Specifies the engine version to maintain backwards-compatible default build settings with (eg. DefaultSettingsVersion.Release_4_23, DefaultSettingsVersion.Release_4_24). Specify DefaultSettingsVersion.Latest to always
/// use defaults for the current engine version, at the risk of introducing build errors while upgrading.
/// </summary>
public BuildSettingsVersion DefaultBuildSettings
{
get { return DefaultBuildSettingsPrivate ?? BuildSettingsVersion.V1; }
set { DefaultBuildSettingsPrivate = value; }
}
private BuildSettingsVersion? DefaultBuildSettingsPrivate; // Cannot be initialized inline; potentially overridden before the constructor is called.
/// <summary>
/// Tracks a list of config values read while constructing this target
/// </summary>
internal ConfigValueTracker ConfigValueTracker = new ConfigValueTracker();
/// <summary>
/// Whether the target uses Steam.
/// </summary>
public bool bUsesSteam;
/// <summary>
/// Whether the target uses CEF3.
/// </summary>
public bool bUsesCEF3;
/// <summary>
/// Whether the project uses visual Slate UI (as opposed to the low level windowing/messaging, which is always available).
/// </summary>
public bool bUsesSlate = true;
/// <summary>
/// Forces linking against the static CRT. This is not fully supported across the engine due to the need for allocator implementations to be shared (for example), and TPS
/// libraries to be consistent with each other, but can be used for utility programs.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseStaticCRT = false;
/// <summary>
/// Enables the debug C++ runtime (CRT) for debug builds. By default we always use the release runtime, since the debug
/// version isn't particularly useful when debugging Unreal Engine projects, and linking against the debug CRT libraries forces
/// our third party library dependencies to also be compiled using the debug CRT (and often perform more slowly). Often
/// it can be inconvenient to require a separate copy of the debug versions of third party static libraries simply
/// so that you can debug your program's code.
/// </summary>
[RequiresUniqueBuildEnvironment]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bDebugBuildsActuallyUseDebugCRT = false;
/// <summary>
/// Whether the output from this target can be publicly distributed, even if it has dependencies on modules that are in folders
/// with special restrictions (eg. CarefullyRedist, NotForLicensees, NoRedist).
/// </summary>
public bool bLegalToDistributeBinary = false;
/// <summary>
/// Obsolete. Use bLegalToDistributeBinary instead.
/// </summary>
[Obsolete("bOutputPubliclyDistributable has been deprecated in 4.24. Use bLegalToDistributeBinary instead.")]
public bool bOutputPubliclyDistributable
{
get { return bLegalToDistributeBinary; }
set { bLegalToDistributeBinary = value; }
}
/// <summary>
/// Specifies the configuration whose binaries do not require a "-Platform-Configuration" suffix.
/// </summary>
[RequiresUniqueBuildEnvironment]
public UnrealTargetConfiguration UndecoratedConfiguration = UnrealTargetConfiguration.Development;
/// <summary>
/// Whether this target supports hot reload
/// </summary>
public bool bAllowHotReload
{
get { return bAllowHotReloadOverride ?? (Type == TargetType.Editor && LinkType == TargetLinkType.Modular); }
set { bAllowHotReloadOverride = value; }
}
private bool? bAllowHotReloadOverride;
/// <summary>
/// Build all the plugins that we can find, even if they're not enabled. This is particularly useful for content-only projects,
/// where you're building the UnrealEditor target but running it with a game that enables a plugin.
/// </summary>
[Obsolete("bBuildAllPlugins has been deprecated. Use bPrecompile to build all modules which are not part of the target.")]
public bool bBuildAllPlugins = false;
/// <summary>
/// Build all the modules that are valid for this target type. Used for CIS and making installed engine builds.
/// </summary>
[CommandLine("-AllModules")]
public bool bBuildAllModules = false;
/// <summary>
/// Additional plugins that are built for this target type but not enabled.
/// </summary>
[CommandLine("-BuildPlugin=", ListSeparator = '+')]
public List<string> BuildPlugins = new List<string>();
/// <summary>
/// A list of additional plugins which need to be included in this target. This allows referencing non-optional plugin modules
/// which cannot be disabled, and allows building against specific modules in program targets which do not fit the categories
/// in ModuleHostType.
/// </summary>
public List<string> AdditionalPlugins = new List<string>();
/// <summary>
/// Additional plugins that should be included for this target.
/// </summary>
[CommandLine("-EnablePlugin=", ListSeparator = '+')]
public List<string> EnablePlugins = new List<string>();
/// <summary>
/// List of plugins to be disabled for this target. Note that the project file may still reference them, so they should be marked
/// as optional to avoid failing to find them at runtime.
/// </summary>
[CommandLine("-DisablePlugin=", ListSeparator = '+')]
public List<string> DisablePlugins = new List<string>();
/// <summary>
/// Accessor for
/// </summary>
[Obsolete("The ExcludePlugins setting has been renamed to DisablePlugins. Please update your code to avoid build failures in future versions of the engine.")]
public List<string> ExcludePlugins
{
get { return DisablePlugins; }
}
/// <summary>
/// Path to the set of pak signing keys to embed in the executable.
/// </summary>
public string PakSigningKeysFile = "";
/// <summary>
/// Allows a Program Target to specify it's own solution folder path.
/// </summary>
public string SolutionDirectory = String.Empty;
/// <summary>
/// Whether the target should be included in the default solution build configuration
/// </summary>
public bool? bBuildInSolutionByDefault = null;
/// <summary>
/// Whether this target should be compiled as a DLL. Requires LinkType to be set to TargetLinkType.Monolithic.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-CompileAsDll")]
public bool bShouldCompileAsDLL = false;
/// <summary>
/// Subfolder to place executables in, relative to the default location.
/// </summary>
[RequiresUniqueBuildEnvironment]
public string ExeBinariesSubFolder = String.Empty;
/// <summary>
/// Allow target module to override UHT code generation version.
/// </summary>
public EGeneratedCodeVersion GeneratedCodeVersion = EGeneratedCodeVersion.None;
/// <summary>
/// Whether to enable the mesh editor.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bEnableMeshEditor = false;
/// <summary>
/// Whether to compile the Chaos physics plugin.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-NoCompileChaos", Value = "false")]
[CommandLine("-CompileChaos", Value = "true")]
public bool bCompileChaos = true;
/// <summary>
/// Whether to use the Chaos physics interface. This overrides the physx flags to disable APEX and NvCloth
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-NoUseChaos", Value = "false")]
[CommandLine("-UseChaos", Value = "true")]
public bool bUseChaos = true;
/// <summary>
/// Whether to compile in checked chaos features for debugging
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseChaosChecked = false;
/// <summary>
/// Whether to compile in chaos memory tracking features
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseChaosMemoryTracking = false;
/// <summary>
/// Whether scene query acceleration is done by UE4. The physx scene query structure is still created, but we do not use it.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCustomSceneQueryStructure = false;
/// <summary>
/// Whether to include PhysX support.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompilePhysX = false;
/// <summary>
/// Whether to include PhysX APEX support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileApex")]
public bool bCompileAPEX = false;
/// <summary>
/// Whether to include NvCloth.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileNvCloth = false;
/// <summary>
/// Whether to include ICU unicode/i18n support in Core.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileICU")]
public bool bCompileICU = true;
/// <summary>
/// Whether to compile CEF3 support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileCEF3")]
public bool bCompileCEF3 = true;
/// <summary>
/// Whether to compile using ISPC.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileISPC = false;
/// <summary>
/// Whether to compile the editor or not. Only desktop platforms (Windows or Mac) will use this, other platforms force this to false.
/// </summary>
public bool bBuildEditor
{
get { return (Type == TargetType.Editor); }
set { Log.TraceWarning("Setting {0}.bBuildEditor is deprecated. Set {0}.Type instead.", GetType().Name); }
}
/// <summary>
/// Whether to compile code related to building assets. Consoles generally cannot build assets. Desktop platforms generally can.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bBuildRequiresCookedData
{
get { return bBuildRequiresCookedDataOverride ?? (Type == TargetType.Game || Type == TargetType.Client || Type == TargetType.Server); }
set { bBuildRequiresCookedDataOverride = value; }
}
bool? bBuildRequiresCookedDataOverride;
/// <summary>
/// Whether to compile WITH_EDITORONLY_DATA disabled. Only Windows will use this, other platforms force this to false.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bBuildWithEditorOnlyData
{
get { return bBuildWithEditorOnlyDataOverride ?? (Type == TargetType.Editor || Type == TargetType.Program); }
set { bBuildWithEditorOnlyDataOverride = value; }
}
private bool? bBuildWithEditorOnlyDataOverride;
/// <summary>
/// Manually specified value for bBuildDeveloperTools.
/// </summary>
bool? bBuildDeveloperToolsOverride;
/// <summary>
/// Whether to compile the developer tools.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bBuildDeveloperTools
{
set { bBuildDeveloperToolsOverride = value; }
get { return bBuildDeveloperToolsOverride ?? (bCompileAgainstEngine && (Type == TargetType.Editor || Type == TargetType.Program || (Configuration != UnrealTargetConfiguration.Test && Configuration != UnrealTargetConfiguration.Shipping))); }
}
/// <summary>
/// Whether to force compiling the target platform modules, even if they wouldn't normally be built.
/// </summary>
public bool bForceBuildTargetPlatforms = false;
/// <summary>
/// Whether to force compiling shader format modules, even if they wouldn't normally be built.
/// </summary>
public bool bForceBuildShaderFormats = false;
/// <summary>
/// Whether we should compile SQLite using the custom "Unreal" platform (true), or using the native platform (false).
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileCustomSQLitePlatform")]
public bool bCompileCustomSQLitePlatform = true;
/// <summary>
/// Whether to compile lean and mean version of UE.
/// </summary>
[Obsolete("bCompileLeanAndMeanUE is deprecated. Set bBuildDeveloperTools to the opposite value instead.")]
public bool bCompileLeanAndMeanUE
{
get { return !bBuildDeveloperTools; }
set { bBuildDeveloperTools = !value; }
}
/// <summary>
/// Whether to utilize cache freed OS allocs with MallocBinned
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bUseCacheFreedOSAllocs")]
public bool bUseCacheFreedOSAllocs = true;
/// <summary>
/// Enabled for all builds that include the engine project. Disabled only when building standalone apps that only link with Core.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileAgainstEngine = true;
/// <summary>
/// Enabled for all builds that include the CoreUObject project. Disabled only when building standalone apps that only link with Core.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileAgainstCoreUObject = true;
/// <summary>
/// Enabled for builds that need to initialize the ApplicationCore module. Command line utilities do not normally need this.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileAgainstApplicationCore = true;
/// <summary>
/// Whether to compile Recast navmesh generation.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileRecast")]
public bool bCompileRecast = true;
/// <summary>
/// Whether to compile with navmesh segment links.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileNavmeshSegmentLinks = true;
/// <summary>
/// Whether to compile with navmesh cluster links.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileNavmeshClusterLinks = true;
/// <summary>
/// Whether to compile SpeedTree support.
/// </summary>
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileSpeedTree")]
bool? bOverrideCompileSpeedTree;
/// <summary>
/// Whether we should compile in support for Simplygon or not.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileSpeedTree
{
set { bOverrideCompileSpeedTree = value; }
get { return bOverrideCompileSpeedTree ?? Type == TargetType.Editor; }
}
/// <summary>
/// Enable exceptions for all modules.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bForceEnableExceptions = false;
/// <summary>
/// Enable inlining for all modules.
/// </summary>
[RequiresUniqueBuildEnvironment]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseInlining = true;
/// <summary>
/// Enable exceptions for all modules.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bForceEnableObjCExceptions = false;
/// <summary>
/// Enable RTTI for all modules.
/// </summary>
[CommandLine("-rtti")]
[RequiresUniqueBuildEnvironment]
public bool bForceEnableRTTI = false;
/// <summary>
/// Compile server-only code.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bWithServerCode
{
get { return bWithServerCodeOverride ?? (Type != TargetType.Client); }
set { bWithServerCodeOverride = value; }
}
private bool? bWithServerCodeOverride;
/// <summary>
/// When enabled, Push Model Networking support will be compiled in.
/// This can help reduce CPU overhead of networking, at the cost of more memory.
/// Always enabled in editor builds.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bWithPushModel
{
get
{
return bWithPushModelOverride ?? (bBuildEditor);
}
set
{
bWithPushModelOverride = value;
}
}
private bool? bWithPushModelOverride;
/// <summary>
/// Whether to include stats support even without the engine.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileWithStatsWithoutEngine = false;
/// <summary>
/// Whether to include plugin support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileWithPluginSupport")]
public bool bCompileWithPluginSupport = false;
/// <summary>
/// Whether to allow plugins which support all target platforms.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bIncludePluginsForTargetPlatforms
{
get { return bIncludePluginsForTargetPlatformsOverride ?? (Type == TargetType.Editor); }
set { bIncludePluginsForTargetPlatformsOverride = value; }
}
private bool? bIncludePluginsForTargetPlatformsOverride;
/// <summary>
/// Whether to allow accessibility code in both Slate and the OS layer.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileWithAccessibilitySupport = true;
/// <summary>
/// Whether to include PerfCounters support.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bWithPerfCounters
{
get { return bWithPerfCountersOverride ?? (Type == TargetType.Editor || Type == TargetType.Server); }
set { bWithPerfCountersOverride = value; }
}
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bWithPerfCounters")]
bool? bWithPerfCountersOverride;
/// <summary>
/// Whether to enable support for live coding
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bWithLiveCoding
{
get { return bWithLiveCodingPrivate ?? (Platform == UnrealTargetPlatform.Win64 && Configuration != UnrealTargetConfiguration.Shipping && Type != TargetType.Program); }
set { bWithLiveCodingPrivate = value; }
}
bool? bWithLiveCodingPrivate;
/// <summary>
/// Whether to enable support for live coding
/// </summary>
[RequiresUniqueBuildEnvironment]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseDebugLiveCodingConsole = false;
/// <summary>
/// Whether to enable support for DirectX Math
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bWithDirectXMath = false;
/// <summary>
/// Whether to turn on logging for test/shipping builds.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseLoggingInShipping = false;
/// <summary>
/// Whether to turn on logging to memory for test/shipping builds.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bLoggingToMemoryEnabled;
/// <summary>
/// Whether to check that the process was launched through an external launcher.
/// </summary>
public bool bUseLauncherChecks = false;
/// <summary>
/// Whether to turn on checks (asserts) for test/shipping builds.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseChecksInShipping = false;
/// <summary>
/// Whether to use the EstimatedUtcNow or PlatformUtcNow. EstimatedUtcNow is appropriate in
/// cases where PlatformUtcNow can be slow.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseEstimatedUtcNow = false;
/// <summary>
/// True if we need FreeType support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileFreeType")]
public bool bCompileFreeType = true;
/// <summary>
/// True if we want to favor optimizing size over speed.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileForSize")]
public bool bCompileForSize = false;
/// <summary>
/// Whether to compile development automation tests.
/// </summary>
public bool bForceCompileDevelopmentAutomationTests = false;
/// <summary>
/// Whether to compile performance automation tests.
/// </summary>
public bool bForceCompilePerformanceAutomationTests = false;
/// <summary>
/// If true, event driven loader will be used in cooked builds. @todoio This needs to be replaced by a runtime solution after async loading refactor.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bEventDrivenLoader;
/// <summary>
/// Whether the XGE controller worker and modules should be included in the engine build.
/// These are required for distributed shader compilation using the XGE interception interface.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseXGEController = true;
/// <summary>
/// Whether to use backwards compatible defaults for this module. By default, engine modules always use the latest default settings, while project modules do not (to support
/// an easier migration path).
/// </summary>
[Obsolete("Set DefaultBuildSettings to the appropriate engine version (eg. BuildSettingsVersion.Release_4_23) or BuildSettingsVersion.Latest instead")]
public bool bUseBackwardsCompatibleDefaults
{
get { return DefaultBuildSettings != BuildSettingsVersion.Latest; }
set { DefaultBuildSettings = (value ? BuildSettingsVersion.V1 : BuildSettingsVersion.Latest); }
}
/// <summary>
/// Enables "include what you use" by default for modules in this target. Changes the default PCH mode for any module in this project to PCHUsageMode.UseExplicitOrSharedPCHs.
/// </summary>
[CommandLine("-IWYU")]
public bool bIWYU = false;
/// <summary>
/// Enforce "include what you use" rules; warns if monolithic headers (Engine.h, UnrealEd.h, etc...) are used, and checks that source files include their matching header first.
/// </summary>
public bool bEnforceIWYU = true;
/// <summary>
/// Whether the final executable should export symbols.
/// </summary>
public bool bHasExports
{
get { return bHasExportsOverride ?? (LinkType == TargetLinkType.Modular); }
set { bHasExportsOverride = value; }
}
private bool? bHasExportsOverride;
/// <summary>
/// Make static libraries for all engine modules as intermediates for this target.
/// </summary>
[CommandLine("-Precompile")]
public bool bPrecompile = false;
/// <summary>
/// Whether we should compile with support for OS X 10.9 Mavericks. Used for some tools that we need to be compatible with this version of OS X.
/// </summary>
public bool bEnableOSX109Support = false;
/// <summary>
/// True if this is a console application that's being built.
/// </summary>
public bool bIsBuildingConsoleApplication = false;
/// <summary>
/// If true, creates an additional console application. Hack for Windows, where it's not possible to conditionally inherit a parent's console Window depending on how
/// the application is invoked; you have to link the same executable with a different subsystem setting.
/// </summary>
public bool bBuildAdditionalConsoleApp
{
get { return bBuildAdditionalConsoleAppOverride ?? (Type == TargetType.Editor); }
set { bBuildAdditionalConsoleAppOverride = value; }
}
private bool? bBuildAdditionalConsoleAppOverride;
/// <summary>
/// True if debug symbols that are cached for some platforms should not be created.
/// </summary>
public bool bDisableSymbolCache = true;
/// <summary>
/// Whether to unify C++ code into larger files for faster compilation.
/// </summary>
public bool bUseUnityBuild
{
get { return bUseUnityBuildOverride ?? !bEnableCppModules; }
set { bUseUnityBuildOverride = value; }
}
/// <summary>
/// Whether to unify C++ code into larger files for faster compilation.
/// </summary>
[CommandLine("-DisableUnity", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration", Name = nameof(bUseUnityBuild))]
bool? bUseUnityBuildOverride = null;
/// <summary>
/// Whether to force C++ source files to be combined into larger files for faster compilation.
/// </summary>
[CommandLine("-ForceUnity")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bForceUnityBuild = false;
/// <summary>
/// Use a heuristic to determine which files are currently being iterated on and exclude them from unity blobs, result in faster
/// incremental compile times. The current implementation uses the read-only flag to distinguish the working set, assuming that files will
/// be made writable by the source control system if they are being modified. This is true for Perforce, but not for Git.
/// </summary>
[CommandLine("-DisableAdaptiveUnity", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseAdaptiveUnityBuild = true;
/// <summary>
/// Disable optimization for files that are in the adaptive non-unity working set.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAdaptiveUnityDisablesOptimizations = false;
/// <summary>
/// Disables force-included PCHs for files that are in the adaptive non-unity working set.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAdaptiveUnityDisablesPCH = false;
/// <summary>
/// Backing storage for bAdaptiveUnityDisablesProjectPCH.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
bool? bAdaptiveUnityDisablesProjectPCHForProjectPrivate;
/// <summary>
/// Whether to disable force-included PCHs for project source files in the adaptive non-unity working set. Defaults to bAdaptiveUnityDisablesPCH;
/// </summary>
public bool bAdaptiveUnityDisablesPCHForProject
{
get { return bAdaptiveUnityDisablesProjectPCHForProjectPrivate ?? bAdaptiveUnityDisablesPCH; }
set { bAdaptiveUnityDisablesProjectPCHForProjectPrivate = value; }
}
/// <summary>
/// Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAdaptiveUnityCreatesDedicatedPCH = false;
/// <summary>
/// Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAdaptiveUnityEnablesEditAndContinue = false;
/// <summary>
/// The number of source files in a game module before unity build will be activated for that module. This
/// allows small game modules to have faster iterative compile times for single files, at the expense of slower full
/// rebuild times. This setting can be overridden by the bFasterWithoutUnity option in a module's Build.cs file.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public int MinGameModuleSourceFilesForUnityBuild = 32;
/// <summary>
/// Forces shadow variable warnings to be treated as errors on platforms that support it.
/// </summary>
[CommandLine("-ShadowVariableErrors", Value = nameof(WarningLevel.Error))]
public WarningLevel ShadowVariableWarningLevel = WarningLevel.Warning;
/// <summary>
/// Forces shadow variable warnings to be treated as errors on platforms that support it.
/// </summary>
[Obsolete("bShadowVariableErrors is deprecated in UE 4.24. Set ShadowVariableWarningLevel = WarningLevel.Error instead.")]
public bool bShadowVariableErrors
{
get { return ShadowVariableWarningLevel == WarningLevel.Error; }
set { ShadowVariableWarningLevel = (value? WarningLevel.Error : WarningLevel.Warning); }
}
/// <summary>
/// Whether to enable all warnings as errors. UE enables most warnings as errors already, but disables a few (such as deprecation warnings).
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
[CommandLine("-WarningsAsErrors")]
public bool bWarningsAsErrors = false;
/// <summary>
/// Indicates what warning/error level to treat unsafe type casts as on platforms that support it (e.g., double->float or int64->int32)
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public WarningLevel UnsafeTypeCastWarningLevel = WarningLevel.Off;
/// <summary>
/// Forces the use of undefined identifiers in conditional expressions to be treated as errors.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUndefinedIdentifierErrors = true;
/// <summary>
/// Forces frame pointers to be retained this is usually required when you want reliable callstacks e.g. mallocframeprofiler
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bRetainFramePointers = true;
/// <summary>
/// New Monolithic Graphics drivers have optional "fast calls" replacing various D3d functions
/// </summary>
[CommandLine("-FastMonoCalls", Value = "true")]
[CommandLine("-NoFastMonoCalls", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseFastMonoCalls = true;
/// <summary>
/// New Xbox driver supports a "fast semantics" context type. This switches it on for the immediate and deferred contexts
/// Try disabling this if you see rendering issues and/or crashes inthe Xbox RHI.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseFastSemanticsRenderContexts = true;
/// <summary>
/// An approximate number of bytes of C++ code to target for inclusion in a single unified C++ file.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public int NumIncludedBytesPerUnityCPP = 384 * 1024;
/// <summary>
/// Whether to stress test the C++ unity build robustness by including all C++ files files in a project from a single unified file.
/// </summary>
[CommandLine("-StressTestUnity")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bStressTestUnity = false;
/// <summary>
/// Whether to force debug info to be generated.
/// </summary>
[CommandLine("-ForceDebugInfo")]
public bool bForceDebugInfo = false;
/// <summary>
/// Whether to globally disable debug info generation; see DebugInfoHeuristics.cs for per-config and per-platform options.
/// </summary>
[CommandLine("-NoDebugInfo")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bDisableDebugInfo = false;
/// <summary>
/// Whether to disable debug info generation for generated files. This improves link times for modules that have a lot of generated glue code.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bDisableDebugInfoForGeneratedCode = false;
/// <summary>
/// Whether to disable debug info on PC in development builds (for faster developer iteration, as link times are extremely fast with debug info disabled).
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bOmitPCDebugInfoInDevelopment = false;
/// <summary>
/// Whether PDB files should be used for Visual C++ builds.
/// </summary>
[CommandLine("-NoPDB", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUsePDBFiles = false;
/// <summary>
/// Whether PCH files should be used.
/// </summary>
[CommandLine("-NoPCH", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUsePCHFiles = true;
/// <summary>
/// Whether to just preprocess source files for this target, and skip compilation
/// </summary>
[CommandLine("-Preprocess")]
public bool bPreprocessOnly = false;
/// <summary>
/// The minimum number of files that must use a pre-compiled header before it will be created and used.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public int MinFilesUsingPrecompiledHeader = 6;
/// <summary>
/// When enabled, a precompiled header is always generated for game modules, even if there are only a few source files
/// in the module. This greatly improves compile times for iterative changes on a few files in the project, at the expense of slower
/// full rebuild times for small game projects. This can be overridden by setting MinFilesUsingPrecompiledHeaderOverride in
/// a module's Build.cs file.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bForcePrecompiledHeaderForGameModules = true;
/// <summary>
/// Whether to use incremental linking or not. Incremental linking can yield faster iteration times when making small changes.
/// Currently disabled by default because it tends to behave a bit buggy on some computers (PDB-related compile errors).
/// </summary>
[CommandLine("-IncrementalLinking")]
[CommandLine("-NoIncrementalLinking", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseIncrementalLinking = false;
/// <summary>
/// Whether to allow the use of link time code generation (LTCG).
/// </summary>
[CommandLine("-LTCG")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAllowLTCG = false;
/// <summary>
/// Whether to enable Profile Guided Optimization (PGO) instrumentation in this build.
/// </summary>
[CommandLine("-PGOProfile", Value = "true")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bPGOProfile = false;
/// <summary>
/// Whether to optimize this build with Profile Guided Optimization (PGO).
/// </summary>
[CommandLine("-PGOOptimize", Value = "true")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bPGOOptimize = false;
/// <summary>
/// Whether to support edit and continue. Only works on Microsoft compilers.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bSupportEditAndContinue = false;
/// <summary>
/// Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bOmitFramePointers = true;
/// <summary>
/// Whether to enable support for C++20 modules
/// </summary>
public bool bEnableCppModules = false;
/// <summary>
/// Whether to strip iOS symbols or not (implied by bGeneratedSYMFile).
/// </summary>
[Obsolete("bStripSymbolsOnIOS has been deprecated. Use IOSPlatform.bStripSymbols instead.")]
public bool bStripSymbolsOnIOS
{
get { return IOSPlatform.bStripSymbols; }
set { IOSPlatform.bStripSymbols = value; }
}
/// <summary>
/// If true, then a stub IPA will be generated when compiling is done (minimal files needed for a valid IPA).
/// </summary>
[Obsolete("bCreateStubIPA has been deprecated. Use IOSPlatform.bCreateStubIPA instead.")]
public bool bCreateStubIPA
{
get { return IOSPlatform.bCreateStubIPA; }
set { IOSPlatform.bCreateStubIPA = value; }
}
/// <summary>
/// If true, then enable memory profiling in the build (defines USE_MALLOC_PROFILER=1 and forces bOmitFramePointers=false).
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseMallocProfiler = false;
/// <summary>
/// Enables "Shared PCHs", a feature which significantly speeds up compile times by attempting to
/// share certain PCH files between modules that UBT detects is including those PCH's header files.
/// </summary>
[CommandLine("-NoSharedPCH", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseSharedPCHs = true;
/// <summary>
/// True if Development and Release builds should use the release configuration of PhysX/APEX.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseShippingPhysXLibraries = false;
/// <summary>
/// True if Development and Release builds should use the checked configuration of PhysX/APEX. if bUseShippingPhysXLibraries is true this is ignored.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseCheckedPhysXLibraries = false;
/// <summary>
/// Tells the UBT to check if module currently being built is violating EULA.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bCheckLicenseViolations = true;
/// <summary>
/// Tells the UBT to break build if module currently being built is violating EULA.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bBreakBuildOnLicenseViolation = true;
/// <summary>
/// Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs on Windows. Fast, but currently seems to have problems finding symbols in the debugger.
/// </summary>
[CommandLine("-FastPDB")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool? bUseFastPDBLinking;
/// <summary>
/// Outputs a map file as part of the build.
/// </summary>
[CommandLine("-MapFile")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bCreateMapFile = false;
/// <summary>
/// True if runtime symbols files should be generated as a post build step for some platforms.
/// These files are used by the engine to resolve symbol names of callstack backtraces in logs.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAllowRuntimeSymbolFiles = true;
/// <summary>
/// Bundle version for Mac apps.
/// </summary>
[CommandLine("-BundleVersion")]
public string? BundleVersion = null;
/// <summary>
/// Whether to deploy the executable after compilation on platforms that require deployment.
/// </summary>
[CommandLine("-Deploy")]
[CommandLine("-SkipDeploy", Value = "false")]
public bool bDeployAfterCompile = false;
/// <summary>
/// When enabled, allows XGE to compile pre-compiled header files on remote machines. Otherwise, PCHs are always generated locally.
/// </summary>
public bool bAllowRemotelyCompiledPCHs = false;
/// <summary>
/// Whether headers in system paths should be checked for modification when determining outdated actions.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bCheckSystemHeadersForModification;
/// <summary>
/// Whether to disable linking for this target.
/// </summary>
[CommandLine("-NoLink")]
public bool bDisableLinking = false;
/// <summary>
/// Indicates that this is a formal build, intended for distribution. This flag is automatically set to true when Build.version has a changelist set.
/// The only behavior currently bound to this flag is to compile the default resource file separately for each binary so that the OriginalFilename field is set correctly.
/// By default, we only compile the resource once to reduce build times.
/// </summary>
[CommandLine("-Formal")]
public bool bFormalBuild = false;
/// <summary>
/// Whether to clean Builds directory on a remote Mac before building.
/// </summary>
[CommandLine("-FlushMac")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bFlushBuildDirOnRemoteMac = false;
/// <summary>
/// Whether to write detailed timing info from the compiler and linker.
/// </summary>
[CommandLine("-Timing")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bPrintToolChainTimingInfo = false;
/// <summary>
/// Whether to parse timing data into a tracing file compatible with chrome://tracing.
/// </summary>
[CommandLine("-Tracing")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bParseTimingInfoForTracing = false;
/// <summary>
/// Whether to expose all symbols as public by default on POSIX platforms
/// </summary>
[CommandLine("-PublicSymbolsByDefault")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bPublicSymbolsByDefault = false;
/// <summary>
/// Allows overriding the toolchain to be created for this target. This must match the name of a class declared in the UnrealBuildTool assembly.
/// </summary>
[CommandLine("-ToolChain")]
public string? ToolChainName = null;
/// <summary>
/// Whether to allow engine configuration to determine if we can load unverified certificates.
/// </summary>
public bool bDisableUnverifiedCertificates = false;
/// <summary>
/// Whether to load generated ini files in cooked build, (GameUserSettings.ini loaded either way)
/// </summary>
public bool bAllowGeneratedIniWhenCooked = true;
/// <summary>
/// Whether to load non-ufs ini files in cooked build, (GameUserSettings.ini loaded either way)
/// </summary>
public bool bAllowNonUFSIniWhenCooked = true;
/// <summary>
/// Add all the public folders as include paths for the compile environment.
/// </summary>
public bool bLegacyPublicIncludePaths
{
get { return bLegacyPublicIncludePathsPrivate ?? (DefaultBuildSettings < BuildSettingsVersion.V2); }
set { bLegacyPublicIncludePathsPrivate = value; }
}
private bool? bLegacyPublicIncludePathsPrivate;
/// <summary>
/// Which C++ stanard to use for compiling this target
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-CppStd")]
[XmlConfigFile(Category = "BuildConfiguration")]
public CppStandardVersion CppStandard = CppStandardVersion.Default;
/// <summary>
/// Do not allow manifest changes when building this target. Used to cause earlier errors when building multiple targets with a shared build environment.
/// </summary>
[CommandLine("-NoManifestChanges")]
internal bool bNoManifestChanges = false;
/// <summary>
/// The build version string
/// </summary>
[CommandLine("-BuildVersion")]
public string? BuildVersion;
/// <summary>
/// Specifies how to link modules in this target (monolithic or modular). This is currently protected for backwards compatibility. Call the GetLinkType() accessor
/// until support for the deprecated ShouldCompileMonolithic() override has been removed.
/// </summary>
public TargetLinkType LinkType
{
get
{
return (LinkTypePrivate != TargetLinkType.Default) ? LinkTypePrivate : ((Type == global::UnrealBuildTool.TargetType.Editor) ? TargetLinkType.Modular : TargetLinkType.Monolithic);
}
set
{
LinkTypePrivate = value;
}
}
/// <summary>
/// Backing storage for the LinkType property.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-Monolithic", Value ="Monolithic")]
[CommandLine("-Modular", Value ="Modular")]
TargetLinkType LinkTypePrivate = TargetLinkType.Default;
/// <summary>
/// Macros to define globally across the whole target.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-Define:")]
public List<string> GlobalDefinitions = new List<string>();
/// <summary>
/// Macros to define across all macros in the project.
/// </summary>
[CommandLine("-ProjectDefine:")]
public List<string> ProjectDefinitions = new List<string>();
/// <summary>
/// Specifies the name of the launch module. For modular builds, this is the module that is compiled into the target's executable.
/// </summary>
public string? LaunchModuleName
{
get
{
return (LaunchModuleNamePrivate == null && Type != global::UnrealBuildTool.TargetType.Program)? "Launch" : LaunchModuleNamePrivate;
}
set
{
LaunchModuleNamePrivate = value;
}
}
/// <summary>
/// Backing storage for the LaunchModuleName property.
/// </summary>
private string? LaunchModuleNamePrivate;
/// <summary>
/// Specifies the path to write a header containing public definitions for this target. Useful when building a DLL to be consumed by external build processes.
/// </summary>
public string? ExportPublicHeader;
/// <summary>
/// List of additional modules to be compiled into the target.
/// </summary>
public List<string> ExtraModuleNames = new List<string>();
/// <summary>
/// Path to a manifest to output for this target
/// </summary>
[CommandLine("-Manifest")]
public List<FileReference> ManifestFileNames = new List<FileReference>();
/// <summary>
/// Path to a list of dependencies for this target, when precompiling
/// </summary>
[CommandLine("-DependencyList")]
public List<FileReference> DependencyListFileNames = new List<FileReference>();
/// <summary>
/// Backing storage for the BuildEnvironment property
/// </summary>
[CommandLine("-SharedBuildEnvironment", Value = "Shared")]
[CommandLine("-UniqueBuildEnvironment", Value = "Unique")]
private TargetBuildEnvironment? BuildEnvironmentOverride;
/// <summary>
/// Specifies the build environment for this target. See TargetBuildEnvironment for more information on the available options.
/// </summary>
public TargetBuildEnvironment BuildEnvironment
{
get
{
if(BuildEnvironmentOverride.HasValue)
{
return BuildEnvironmentOverride.Value;
}
if (Type == TargetType.Program && ProjectFile != null && File.IsUnderDirectory(ProjectFile.Directory))
{
return TargetBuildEnvironment.Unique;
}
else if (UnrealBuildTool.IsEngineInstalled() || LinkType != TargetLinkType.Monolithic)
{
return TargetBuildEnvironment.Shared;
}
else
{
return TargetBuildEnvironment.Unique;
}
}
set
{
BuildEnvironmentOverride = value;
}
}
/// <summary>
/// Whether to ignore violations to the shared build environment (eg. editor targets modifying definitions)
/// </summary>
[CommandLine("-OverrideBuildEnvironment")]
public bool bOverrideBuildEnvironment = false;
/// <summary>
/// Specifies a list of targets which should be built before this target is built.
/// </summary>
public List<TargetInfo> PreBuildTargets = new List<TargetInfo>();
/// <summary>
/// Specifies a list of steps which should be executed before this target is built, in the context of the host platform's shell.
/// The following variables will be expanded before execution:
/// $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
/// </summary>
public List<string> PreBuildSteps = new List<string>();
/// <summary>
/// Specifies a list of steps which should be executed after this target is built, in the context of the host platform's shell.
/// The following variables will be expanded before execution:
/// $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
/// </summary>
public List<string> PostBuildSteps = new List<string>();
/// <summary>
/// Specifies additional build products produced as part of this target.
/// </summary>
public List<string> AdditionalBuildProducts = new List<string>();
/// <summary>
/// Additional arguments to pass to the compiler
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-CompilerArguments=")]
public string? AdditionalCompilerArguments;
/// <summary>
/// Additional arguments to pass to the linker
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-LinkerArguments=")]
public string? AdditionalLinkerArguments;
/// <summary>
/// List of modules to disable unity builds for
/// </summary>
[XmlConfigFile(Category = "ModuleConfiguration", Name = "DisableUnityBuild")]
public string[]? DisableUnityBuildForModules = null;
/// <summary>
/// List of modules to enable optimizations for
/// </summary>
[XmlConfigFile(Category = "ModuleConfiguration", Name = "EnableOptimizeCode")]
public string[]? EnableOptimizeCodeForModules = null;
/// <summary>
/// List of modules to disable optimizations for
/// </summary>
[XmlConfigFile(Category = "ModuleConfiguration", Name = "DisableOptimizeCode")]
public string[]? DisableOptimizeCodeForModules = null;
/// <summary>
/// When generating project files, specifies the name of the project file to use when there are multiple targets of the same type.
/// </summary>
public string? GeneratedProjectName;
/// <summary>
/// Android-specific target settings.
/// </summary>
[ConfigSubObject]
public AndroidTargetRules AndroidPlatform = new AndroidTargetRules();
/// <summary>
/// IOS-specific target settings.
/// </summary>
[ConfigSubObject]
public IOSTargetRules IOSPlatform = new IOSTargetRules();
/// <summary>
/// Lumin-specific target settings.
/// </summary>
[ConfigSubObject]
public LuminTargetRules LuminPlatform = new LuminTargetRules();
/// <summary>
/// Linux-specific target settings.
/// </summary>
[ConfigSubObject]
public LinuxTargetRules LinuxPlatform = new LinuxTargetRules();
/// <summary>
/// Mac-specific target settings.
/// </summary>
[ConfigSubObject]
public MacTargetRules MacPlatform = new MacTargetRules();
/// <summary>
/// PS4-specific target settings.
/// </summary>
[ConfigSubObject]
public PS4TargetRules PS4Platform = new PS4TargetRules();
/// <summary>
/// Switch-specific target settings.
/// </summary>
[ConfigSubObject]
public SwitchTargetRules SwitchPlatform = new SwitchTargetRules();
/// <summary>
/// Windows-specific target settings.
/// </summary>
[ConfigSubObject]
public WindowsTargetRules WindowsPlatform; // Requires 'this' parameter; initialized in constructor
/// <summary>
/// Xbox One-specific target settings.
/// </summary>
[ConfigSubObject]
public XboxOneTargetRules XboxOnePlatform = new XboxOneTargetRules();
/// <summary>
/// HoloLens-specific target settings.
/// </summary>
[ConfigSubObject]
public HoloLensTargetRules HoloLensPlatform;
#nullable disable
/// <summary>
/// Constructor.
/// </summary>
/// <param name="Target">Information about the target being built</param>
public TargetRules(TargetInfo Target)
{
this.DefaultName = Target.Name;
this.Platform = Target.Platform;
this.Configuration = Target.Configuration;
this.Architecture = Target.Architecture;
this.ProjectFile = Target.ProjectFile;
this.Version = Target.Version;
this.WindowsPlatform = new WindowsTargetRules(this);
this.HoloLensPlatform = new HoloLensTargetRules(Target);
// Read settings from config files
foreach (object ConfigurableObject in GetConfigurableObjects())
{
ConfigCache.ReadSettings(DirectoryReference.FromFile(ProjectFile), Platform, ConfigurableObject, ConfigValueTracker);
XmlConfig.ApplyTo(ConfigurableObject);
if (Target.Arguments != null)
{
Target.Arguments.ApplyTo(ConfigurableObject);
}
}
// If we've got a changelist set, set that we're making a formal build
bFormalBuild = (Version.Changelist != 0 && Version.IsPromotedBuild);
// Allow the build platform to set defaults for this target
UEBuildPlatform.GetBuildPlatform(Platform).ResetTarget(this);
// Set the default build version
if(String.IsNullOrEmpty(BuildVersion))
{
if(String.IsNullOrEmpty(Target.Version.BuildVersionString))
{
BuildVersion = String.Format("{0}-CL-{1}", Target.Version.BranchName, Target.Version.Changelist);
}
else
{
BuildVersion = Target.Version.BuildVersionString;
}
}
// Get the directory to use for crypto settings. We can build engine targets (eg. UHT) with
// a project file, but we can't use that to determine crypto settings without triggering
// constant rebuilds of UHT.
DirectoryReference CryptoSettingsDir = DirectoryReference.FromFile(ProjectFile);
if (CryptoSettingsDir != null && File != null && !File.IsUnderDirectory(CryptoSettingsDir))
{
CryptoSettingsDir = null;
}
// Setup macros for signing and encryption keys
EncryptionAndSigning.CryptoSettings CryptoSettings = EncryptionAndSigning.ParseCryptoSettings(CryptoSettingsDir, Platform);
if (CryptoSettings.IsAnyEncryptionEnabled())
{
ProjectDefinitions.Add(String.Format("IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()=UE_REGISTER_ENCRYPTION_KEY({0})", FormatHexBytes(CryptoSettings.EncryptionKey.Key)));
}
else
{
ProjectDefinitions.Add("IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()=");
}
if (CryptoSettings.IsPakSigningEnabled())
{
ProjectDefinitions.Add(String.Format("IMPLEMENT_SIGNING_KEY_REGISTRATION()=UE_REGISTER_SIGNING_KEY(UE_LIST_ARGUMENT({0}), UE_LIST_ARGUMENT({1}))", FormatHexBytes(CryptoSettings.SigningKey.PublicKey.Exponent), FormatHexBytes(CryptoSettings.SigningKey.PublicKey.Modulus)));
}
else
{
ProjectDefinitions.Add("IMPLEMENT_SIGNING_KEY_REGISTRATION()=");
}
}
#nullable restore
/// <summary>
/// Formats an array of bytes as a sequence of values
/// </summary>
/// <param name="Data">The data to convert into a string</param>
/// <returns>List of hexadecimal bytes</returns>
private static string FormatHexBytes(byte[] Data)
{
return String.Join(",", Data.Select(x => String.Format("0x{0:X2}", x)));
}
/// <summary>
/// Override any settings required for the selected target type
/// </summary>
internal void SetOverridesForTargetType()
{
if(Type == global::UnrealBuildTool.TargetType.Game)
{
GlobalDefinitions.Add("UE_GAME=1");
}
else if(Type == global::UnrealBuildTool.TargetType.Client)
{
GlobalDefinitions.Add("UE_GAME=1");
GlobalDefinitions.Add("UE_CLIENT=1");
}
else if(Type == global::UnrealBuildTool.TargetType.Editor)
{
GlobalDefinitions.Add("UE_EDITOR=1");
}
else if(Type == global::UnrealBuildTool.TargetType.Server)
{
GlobalDefinitions.Add("UE_SERVER=1");
GlobalDefinitions.Add("USE_NULL_RHI=1");
}
}
/// <summary>
/// Gets a list of platforms that this target supports
/// </summary>
/// <returns>Array of platforms that the target supports</returns>
internal UnrealTargetPlatform[] GetSupportedPlatforms()
{
// Otherwise take the SupportedPlatformsAttribute from the first type in the inheritance chain that supports it
for (Type? CurrentType = GetType(); CurrentType != null; CurrentType = CurrentType.BaseType)
{
object[] Attributes = CurrentType.GetCustomAttributes(typeof(SupportedPlatformsAttribute), false);
if (Attributes.Length > 0)
{
return Attributes.OfType<SupportedPlatformsAttribute>().SelectMany(x => x.Platforms).Distinct().ToArray();
}
}
// Otherwise, get the default for the target type
if (Type == TargetType.Program)
{
return Utils.GetPlatformsInClass(UnrealPlatformClass.Desktop);
}
else if (Type == TargetType.Editor)
{
return Utils.GetPlatformsInClass(UnrealPlatformClass.Editor);
}
else
{
return Utils.GetPlatformsInClass(UnrealPlatformClass.All);
}
}
/// <summary>
/// Gets a list of configurations that this target supports
/// </summary>
/// <returns>Array of configurations that the target supports</returns>
internal UnrealTargetConfiguration[] GetSupportedConfigurations()
{
// Otherwise take the SupportedConfigurationsAttribute from the first type in the inheritance chain that supports it
for (Type? CurrentType = GetType(); CurrentType != null; CurrentType = CurrentType.BaseType)
{
object[] Attributes = CurrentType.GetCustomAttributes(typeof(SupportedConfigurationsAttribute), false);
if (Attributes.Length > 0)
{
return Attributes.OfType<SupportedConfigurationsAttribute>().SelectMany(x => x.Configurations).Distinct().ToArray();
}
}
// Otherwise, get the default for the target type
if (Type == TargetType.Editor)
{
return new[] { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.DebugGame, UnrealTargetConfiguration.Development };
}
else
{
return ((UnrealTargetConfiguration[])Enum.GetValues(typeof(UnrealTargetConfiguration))).Where(x => x != UnrealTargetConfiguration.Unknown).ToArray();
}
}
/// <summary>
/// Finds all the subobjects which can be configured by command line options and config files
/// </summary>
/// <returns>Sequence of objects</returns>
internal IEnumerable<object> GetConfigurableObjects()
{
yield return this;
foreach(FieldInfo Field in GetType().GetFields(BindingFlags.Public | BindingFlags.Instance))
{
if(Field.GetCustomAttribute<ConfigSubObjectAttribute>() != null)
{
object? Value = Field.GetValue(this);
if(Value != null)
{
yield return Value;
}
}
}
}
/// <summary>
/// Gets the host platform being built on
/// </summary>
public UnrealTargetPlatform HostPlatform
{
get { return BuildHostPlatform.Current.Platform; }
}
/// <summary>
/// Expose the bGenerateProjectFiles flag to targets, so we can modify behavior as appropriate for better intellisense
/// </summary>
public bool bGenerateProjectFiles
{
get { return ProjectFileGenerator.bGenerateProjectFiles; }
}
/// <summary>
/// Expose a setting for whether or not the engine is installed
/// </summary>
/// <returns>Flag for whether the engine is installed</returns>
public bool bIsEngineInstalled
{
get { return UnrealBuildTool.IsEngineInstalled(); }
}
/// <summary>
/// Gets diagnostic messages about default settings which have changed in newer versions of the engine
/// </summary>
/// <param name="Diagnostics">List of diagnostic messages</param>
internal void GetBuildSettingsInfo(List<string> Diagnostics)
{
if(DefaultBuildSettings < BuildSettingsVersion.V2)
{
Diagnostics.Add("[Upgrade]");
Diagnostics.Add("[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:");
List<Tuple<string, string>> ModifiedSettings = new List<Tuple<string, string>>();
if(DefaultBuildSettings < BuildSettingsVersion.V2)
{
ModifiedSettings.Add(Tuple.Create(String.Format("{0} = false", nameof(bLegacyPublicIncludePaths)), "Omits subfolders from public include paths to reduce compiler command line length. (Previously: true)."));
ModifiedSettings.Add(Tuple.Create(String.Format("{0} = WarningLevel.Error", nameof(ShadowVariableWarningLevel)), "Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning)."));
ModifiedSettings.Add(Tuple.Create(String.Format("{0} = PCHUsageMode.UseExplicitOrSharedPCHs", nameof(ModuleRules.PCHUsage)), "Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs)."));
}
if (ModifiedSettings.Count > 0)
{
string FormatString = String.Format("[Upgrade] {{0,-{0}}} => {{1}}", ModifiedSettings.Max(x => x.Item1.Length));
foreach (Tuple<string, string> ModifiedSetting in ModifiedSettings)
{
Diagnostics.Add(String.Format(FormatString, ModifiedSetting.Item1, ModifiedSetting.Item2));
}
}
Diagnostics.Add(String.Format("[Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.{1};' in {2}, and explicitly overriding settings that differ from the new defaults.", Version, (BuildSettingsVersion)(BuildSettingsVersion.Latest - 1), File.GetFileName()));
Diagnostics.Add("[Upgrade]");
}
}
}
/// <summary>
/// Read-only wrapper around an existing TargetRules instance. This exposes target settings to modules without letting them to modify the global environment.
/// </summary>
public partial class ReadOnlyTargetRules
{
/// <summary>
/// The writeable TargetRules instance
/// </summary>
TargetRules Inner;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Inner">The TargetRules instance to wrap around</param>
public ReadOnlyTargetRules(TargetRules Inner)
{
this.Inner = Inner;
AndroidPlatform = new ReadOnlyAndroidTargetRules(Inner.AndroidPlatform);
IOSPlatform = new ReadOnlyIOSTargetRules(Inner.IOSPlatform);
LuminPlatform = new ReadOnlyLuminTargetRules(Inner.LuminPlatform);
LinuxPlatform = new ReadOnlyLinuxTargetRules(Inner.LinuxPlatform);
MacPlatform = new ReadOnlyMacTargetRules(Inner.MacPlatform);
PS4Platform = new ReadOnlyPS4TargetRules(Inner.PS4Platform);
SwitchPlatform = new ReadOnlySwitchTargetRules(Inner.SwitchPlatform);
WindowsPlatform = new ReadOnlyWindowsTargetRules(Inner.WindowsPlatform);
XboxOnePlatform = new ReadOnlyXboxOneTargetRules(Inner.XboxOnePlatform);
HoloLensPlatform = new ReadOnlyHoloLensTargetRules(Inner.HoloLensPlatform);
}
/// <summary>
/// Accessors for fields on the inner TargetRules instance
/// </summary>
#region Read-only accessor properties
#if !__MonoCS__
#pragma warning disable CS1591
#endif
public string Name
{
get { return Inner.Name; }
}
internal FileReference File
{
get { return Inner.File; }
}
public UnrealTargetPlatform Platform
{
get { return Inner.Platform; }
}
public UnrealTargetConfiguration Configuration
{
get { return Inner.Configuration; }
}
public string Architecture
{
get { return Inner.Architecture; }
}
public FileReference? ProjectFile
{
get { return Inner.ProjectFile; }
}
public ReadOnlyBuildVersion Version
{
get { return Inner.Version; }
}
public TargetType Type
{
get { return Inner.Type; }
}
public BuildSettingsVersion DefaultBuildSettings
{
get { return Inner.DefaultBuildSettings; }
}
internal ConfigValueTracker ConfigValueTracker
{
get { return Inner.ConfigValueTracker; }
}
public bool bUsesSteam
{
get { return Inner.bUsesSteam; }
}
public bool bUsesCEF3
{
get { return Inner.bUsesCEF3; }
}
public bool bUsesSlate
{
get { return Inner.bUsesSlate; }
}
public bool bUseStaticCRT
{
get { return Inner.bUseStaticCRT; }
}
public bool bDebugBuildsActuallyUseDebugCRT
{
get { return Inner.bDebugBuildsActuallyUseDebugCRT; }
}
public bool bLegalToDistributeBinary
{
get { return Inner.bLegalToDistributeBinary; }
}
public UnrealTargetConfiguration UndecoratedConfiguration
{
get { return Inner.UndecoratedConfiguration; }
}
public bool bAllowHotReload
{
get { return Inner.bAllowHotReload; }
}
[Obsolete("bBuildAllPlugins has been deprecated. Use bPrecompile to build all modules which are not part of the target.")]
public bool bBuildAllPlugins
{
get { return Inner.bBuildAllPlugins; }
}
public bool bBuildAllModules
{
get { return Inner.bBuildAllModules; }
}
public IEnumerable<string> AdditionalPlugins
{
get { return Inner.AdditionalPlugins; }
}
public IEnumerable<string> EnablePlugins
{
get { return Inner.EnablePlugins; }
}
public IEnumerable<string> DisablePlugins
{
get { return Inner.DisablePlugins; }
}
public IEnumerable<string> BuildPlugins
{
get { return Inner.BuildPlugins; }
}
public string PakSigningKeysFile
{
get { return Inner.PakSigningKeysFile; }
}
public string SolutionDirectory
{
get { return Inner.SolutionDirectory; }
}
public bool? bBuildInSolutionByDefault
{
get { return Inner.bBuildInSolutionByDefault; }
}
public string ExeBinariesSubFolder
{
get { return Inner.ExeBinariesSubFolder; }
}
public EGeneratedCodeVersion GeneratedCodeVersion
{
get { return Inner.GeneratedCodeVersion; }
}
public bool bEnableMeshEditor
{
get { return Inner.bEnableMeshEditor; }
}
public bool bCompileChaos
{
get { return Inner.bCompileChaos; }
}
public bool bUseChaos
{
get { return Inner.bUseChaos; }
}
public bool bUseChaosMemoryTracking
{
get { return Inner.bUseChaosMemoryTracking; }
}
public bool bUseChaosChecked
{
get { return Inner.bUseChaosChecked; }
}
public bool bCustomSceneQueryStructure
{
get { return Inner.bCustomSceneQueryStructure; }
}
public bool bCompilePhysX
{
get { return Inner.bCompilePhysX; }
}
public bool bCompileAPEX
{
get { return Inner.bCompileAPEX; }
}
public bool bCompileNvCloth
{
get { return Inner.bCompileNvCloth; }
}
public bool bCompileICU
{
get { return Inner.bCompileICU; }
}
public bool bCompileCEF3
{
get { return Inner.bCompileCEF3; }
}
public bool bCompileISPC
{
get { return Inner.bCompileISPC; }
}
public bool bBuildEditor
{
get { return Inner.bBuildEditor; }
}
public bool bBuildRequiresCookedData
{
get { return Inner.bBuildRequiresCookedData; }
}
public bool bBuildWithEditorOnlyData
{
get { return Inner.bBuildWithEditorOnlyData; }
}
public bool bBuildDeveloperTools
{
get { return Inner.bBuildDeveloperTools; }
}
public bool bForceBuildTargetPlatforms
{
get { return Inner.bForceBuildTargetPlatforms; }
}
public bool bForceBuildShaderFormats
{
get { return Inner.bForceBuildShaderFormats; }
}
public bool bCompileCustomSQLitePlatform
{
get { return Inner.bCompileCustomSQLitePlatform; }
}
[Obsolete("bCompileLeanAndMeanUE is deprecated. Use bBuildDeveloperTools instead.")]
public bool bCompileLeanAndMeanUE
{
get { return Inner.bCompileLeanAndMeanUE; }
}
public bool bUseCacheFreedOSAllocs
{
get { return Inner.bUseCacheFreedOSAllocs; }
}
public bool bCompileAgainstEngine
{
get { return Inner.bCompileAgainstEngine; }
}
public bool bCompileAgainstCoreUObject
{
get { return Inner.bCompileAgainstCoreUObject; }
}
public bool bCompileAgainstApplicationCore
{
get { return Inner.bCompileAgainstApplicationCore; }
}
public bool bCompileRecast
{
get { return Inner.bCompileRecast; }
}
public bool bCompileNavmeshSegmentLinks
{
get { return Inner.bCompileNavmeshSegmentLinks; }
}
public bool bCompileNavmeshClusterLinks
{
get { return Inner.bCompileNavmeshClusterLinks; }
}
public bool bCompileSpeedTree
{
get { return Inner.bCompileSpeedTree; }
}
public bool bForceEnableExceptions
{
get { return Inner.bForceEnableExceptions; }
}
public bool bForceEnableObjCExceptions
{
get { return Inner.bForceEnableObjCExceptions; }
}
public bool bForceEnableRTTI
{
get { return Inner.bForceEnableRTTI; }
}
public bool bUseInlining
{
get { return Inner.bUseInlining; }
}
public bool bWithServerCode
{
get { return Inner.bWithServerCode; }
}
public bool bWithPushModel
{
get { return Inner.bWithPushModel; }
}
public bool bCompileWithStatsWithoutEngine
{
get { return Inner.bCompileWithStatsWithoutEngine; }
}
public bool bCompileWithPluginSupport
{
get { return Inner.bCompileWithPluginSupport; }
}
public bool bIncludePluginsForTargetPlatforms
{
get { return Inner.bIncludePluginsForTargetPlatforms; }
}
public bool bCompileWithAccessibilitySupport
{
get { return Inner.bCompileWithAccessibilitySupport; }
}
public bool bWithPerfCounters
{
get { return Inner.bWithPerfCounters; }
}
public bool bWithLiveCoding
{
get { return Inner.bWithLiveCoding; }
}
public bool bUseDebugLiveCodingConsole
{
get { return Inner.bUseDebugLiveCodingConsole; }
}
public bool bWithDirectXMath
{
get { return Inner.bWithDirectXMath; }
}
public bool bUseLoggingInShipping
{
get { return Inner.bUseLoggingInShipping; }
}
public bool bLoggingToMemoryEnabled
{
get { return Inner.bLoggingToMemoryEnabled; }
}
public bool bUseLauncherChecks
{
get { return Inner.bUseLauncherChecks; }
}
public bool bUseChecksInShipping
{
get { return Inner.bUseChecksInShipping; }
}
public bool bUseEstimatedUtcNow
{
get { return Inner.bUseEstimatedUtcNow; }
}
public bool bCompileFreeType
{
get { return Inner.bCompileFreeType; }
}
public bool bCompileForSize
{
get { return Inner.bCompileForSize; }
}
public bool bRetainFramePointers
{
get { return Inner.bRetainFramePointers; }
}
public bool bForceCompileDevelopmentAutomationTests
{
get { return Inner.bForceCompileDevelopmentAutomationTests; }
}
public bool bForceCompilePerformanceAutomationTests
{
get { return Inner.bForceCompilePerformanceAutomationTests; }
}
public bool bUseXGEController
{
get { return Inner.bUseXGEController; }
}
public bool bEventDrivenLoader
{
get { return Inner.bEventDrivenLoader; }
}
[Obsolete("Use DefaultBuildSettings to determine the default settings used for this target instead")]
public bool bUseBackwardsCompatibleDefaults
{
#pragma warning disable CS0618
get { return Inner.bUseBackwardsCompatibleDefaults; }
#pragma warning restore CS0618
}
public bool bIWYU
{
get { return Inner.bIWYU; }
}
public bool bEnforceIWYU
{
get { return Inner.bEnforceIWYU; }
}
public bool bHasExports
{
get { return Inner.bHasExports; }
}
public bool bPrecompile
{
get { return Inner.bPrecompile; }
}
public bool bEnableOSX109Support
{
get { return Inner.bEnableOSX109Support; }
}
public bool bIsBuildingConsoleApplication
{
get { return Inner.bIsBuildingConsoleApplication; }
}
public bool bBuildAdditionalConsoleApp
{
get { return Inner.bBuildAdditionalConsoleApp; }
}
public bool bDisableSymbolCache
{
get { return Inner.bDisableSymbolCache; }
}
public bool bUseUnityBuild
{
get { return Inner.bUseUnityBuild; }
}
public bool bForceUnityBuild
{
get { return Inner.bForceUnityBuild; }
}
public bool bAdaptiveUnityDisablesOptimizations
{
get { return Inner.bAdaptiveUnityDisablesOptimizations; }
}
public bool bAdaptiveUnityDisablesPCH
{
get { return Inner.bAdaptiveUnityDisablesPCH; }
}
public bool bAdaptiveUnityDisablesPCHForProject
{
get { return Inner.bAdaptiveUnityDisablesPCHForProject; }
}
public bool bAdaptiveUnityCreatesDedicatedPCH
{
get { return Inner.bAdaptiveUnityCreatesDedicatedPCH; }
}
public bool bAdaptiveUnityEnablesEditAndContinue
{
get { return Inner.bAdaptiveUnityEnablesEditAndContinue; }
}
public int MinGameModuleSourceFilesForUnityBuild
{
get { return Inner.MinGameModuleSourceFilesForUnityBuild; }
}
public WarningLevel ShadowVariableWarningLevel
{
get { return Inner.ShadowVariableWarningLevel; }
}
public WarningLevel UnsafeTypeCastWarningLevel
{
get { return Inner.UnsafeTypeCastWarningLevel; }
}
public bool bUndefinedIdentifierErrors
{
get { return Inner.bUndefinedIdentifierErrors; }
}
public bool bWarningsAsErrors
{
get { return Inner.bWarningsAsErrors; }
}
public bool bUseFastMonoCalls
{
get { return Inner.bUseFastMonoCalls; }
}
public bool bUseFastSemanticsRenderContexts
{
get { return Inner.bUseFastSemanticsRenderContexts; }
}
public int NumIncludedBytesPerUnityCPP
{
get { return Inner.NumIncludedBytesPerUnityCPP; }
}
public bool bStressTestUnity
{
get { return Inner.bStressTestUnity; }
}
public bool bDisableDebugInfo
{
get { return Inner.bDisableDebugInfo; }
}
public bool bDisableDebugInfoForGeneratedCode
{
get { return Inner.bDisableDebugInfoForGeneratedCode; }
}
public bool bOmitPCDebugInfoInDevelopment
{
get { return Inner.bOmitPCDebugInfoInDevelopment; }
}
public bool bUsePDBFiles
{
get { return Inner.bUsePDBFiles; }
}
public bool bUsePCHFiles
{
get { return Inner.bUsePCHFiles; }
}
public bool bPreprocessOnly
{
get { return Inner.bPreprocessOnly; }
}
public int MinFilesUsingPrecompiledHeader
{
get { return Inner.MinFilesUsingPrecompiledHeader; }
}
public bool bForcePrecompiledHeaderForGameModules
{
get { return Inner.bForcePrecompiledHeaderForGameModules; }
}
public bool bUseIncrementalLinking
{
get { return Inner.bUseIncrementalLinking; }
}
public bool bAllowLTCG
{
get { return Inner.bAllowLTCG; }
}
public bool bPGOProfile
{
get { return Inner.bPGOProfile; }
}
public bool bPGOOptimize
{
get { return Inner.bPGOOptimize; }
}
public bool bSupportEditAndContinue
{
get { return Inner.bSupportEditAndContinue; }
}
public bool bOmitFramePointers
{
get { return Inner.bOmitFramePointers; }
}
public bool bEnableCppModules
{
get { return Inner.bEnableCppModules; }
}
[Obsolete("bStripSymbolsOnIOS has been deprecated. Use IOSPlatform.bStripSymbols instead.")]
public bool bStripSymbolsOnIOS
{
get { return IOSPlatform.bStripSymbols; }
}
public bool bUseMallocProfiler
{
get { return Inner.bUseMallocProfiler; }
}
public bool bUseSharedPCHs
{
get { return Inner.bUseSharedPCHs; }
}
public bool bUseShippingPhysXLibraries
{
get { return Inner.bUseShippingPhysXLibraries; }
}
public bool bUseCheckedPhysXLibraries
{
get { return Inner.bUseCheckedPhysXLibraries; }
}
public bool bCheckLicenseViolations
{
get { return Inner.bCheckLicenseViolations; }
}
public bool bBreakBuildOnLicenseViolation
{
get { return Inner.bBreakBuildOnLicenseViolation; }
}
public bool? bUseFastPDBLinking
{
get { return Inner.bUseFastPDBLinking; }
}
public bool bCreateMapFile
{
get { return Inner.bCreateMapFile; }
}
public bool bAllowRuntimeSymbolFiles
{
get { return Inner.bAllowRuntimeSymbolFiles; }
}
public string? BundleVersion
{
get { return Inner.BundleVersion; }
}
public bool bDeployAfterCompile
{
get { return Inner.bDeployAfterCompile; }
}
[Obsolete("bCreateStubIPA has been deprecated. Use IOSPlatform.bCreateStubIPA instead.")]
public bool bCreateStubIPA
{
get { return IOSPlatform.bCreateStubIPA; }
}
public bool bAllowRemotelyCompiledPCHs
{
get { return Inner.bAllowRemotelyCompiledPCHs; }
}
public bool bCheckSystemHeadersForModification
{
get { return Inner.bCheckSystemHeadersForModification; }
}
public bool bDisableLinking
{
get { return Inner.bDisableLinking; }
}
public bool bFormalBuild
{
get { return Inner.bFormalBuild; }
}
public bool bUseAdaptiveUnityBuild
{
get { return Inner.bUseAdaptiveUnityBuild; }
}
public bool bFlushBuildDirOnRemoteMac
{
get { return Inner.bFlushBuildDirOnRemoteMac; }
}
public bool bPrintToolChainTimingInfo
{
get { return Inner.bPrintToolChainTimingInfo; }
}
public bool bParseTimingInfoForTracing
{
get { return Inner.bParseTimingInfoForTracing; }
}
public bool bPublicSymbolsByDefault
{
get { return Inner.bPublicSymbolsByDefault; }
}
public string? ToolChainName
{
get { return Inner.ToolChainName; }
}
public bool bLegacyPublicIncludePaths
{
get { return Inner.bLegacyPublicIncludePaths; }
}
public CppStandardVersion CppStandard
{
get { return Inner.CppStandard; }
}
internal bool bNoManifestChanges
{
get { return Inner.bNoManifestChanges; }
}
public string? BuildVersion
{
get { return Inner.BuildVersion; }
}
public TargetLinkType LinkType
{
get { return Inner.LinkType; }
}
public IReadOnlyList<string> GlobalDefinitions
{
get { return Inner.GlobalDefinitions.AsReadOnly(); }
}
public IReadOnlyList<string> ProjectDefinitions
{
get { return Inner.ProjectDefinitions.AsReadOnly(); }
}
public string? LaunchModuleName
{
get { return Inner.LaunchModuleName; }
}
public string? ExportPublicHeader
{
get { return Inner.ExportPublicHeader; }
}
public IReadOnlyList<string> ExtraModuleNames
{
get { return Inner.ExtraModuleNames.AsReadOnly(); }
}
public IReadOnlyList<FileReference> ManifestFileNames
{
get { return Inner.ManifestFileNames.AsReadOnly(); }
}
public IReadOnlyList<FileReference> DependencyListFileNames
{
get { return Inner.DependencyListFileNames.AsReadOnly(); }
}
public TargetBuildEnvironment BuildEnvironment
{
get { return Inner.BuildEnvironment; }
}
public bool bOverrideBuildEnvironment
{
get { return Inner.bOverrideBuildEnvironment; }
}
public IReadOnlyList<TargetInfo> PreBuildTargets
{
get { return Inner.PreBuildTargets; }
}
public IReadOnlyList<string> PreBuildSteps
{
get { return Inner.PreBuildSteps; }
}
public IReadOnlyList<string> PostBuildSteps
{
get { return Inner.PostBuildSteps; }
}
public IReadOnlyList<string> AdditionalBuildProducts
{
get { return Inner.AdditionalBuildProducts; }
}
public string? AdditionalCompilerArguments
{
get { return Inner.AdditionalCompilerArguments; }
}
public string? AdditionalLinkerArguments
{
get { return Inner.AdditionalLinkerArguments; }
}
public string? GeneratedProjectName
{
get { return Inner.GeneratedProjectName; }
}
public ReadOnlyAndroidTargetRules AndroidPlatform
{
get;
private set;
}
public ReadOnlyLuminTargetRules LuminPlatform
{
get;
private set;
}
public ReadOnlyLinuxTargetRules LinuxPlatform
{
get;
private set;
}
public ReadOnlyIOSTargetRules IOSPlatform
{
get;
private set;
}
public ReadOnlyMacTargetRules MacPlatform
{
get;
private set;
}
public ReadOnlyPS4TargetRules PS4Platform
{
get;
private set;
}
public ReadOnlySwitchTargetRules SwitchPlatform
{
get;
private set;
}
public ReadOnlyWindowsTargetRules WindowsPlatform
{
get;
private set;
}
public ReadOnlyHoloLensTargetRules HoloLensPlatform
{
get;
private set;
}
public ReadOnlyXboxOneTargetRules XboxOnePlatform
{
get;
private set;
}
public bool bShouldCompileAsDLL
{
get { return Inner.bShouldCompileAsDLL; }
}
public bool bGenerateProjectFiles
{
get { return Inner.bGenerateProjectFiles; }
}
public bool bIsEngineInstalled
{
get { return Inner.bIsEngineInstalled; }
}
public IReadOnlyList<string>? DisableUnityBuildForModules
{
get { return Inner.DisableUnityBuildForModules; }
}
public IReadOnlyList<string>? EnableOptimizeCodeForModules
{
get { return Inner.EnableOptimizeCodeForModules; }
}
public IReadOnlyList<string>? DisableOptimizeCodeForModules
{
get { return Inner.DisableOptimizeCodeForModules; }
}
#if !__MonoCS__
#pragma warning restore C1591
#endif
#endregion
/// <summary>
/// Provide access to the RelativeEnginePath property for code referencing ModuleRules.BuildConfiguration.
/// </summary>
public string RelativeEnginePath
{
get { return UnrealBuildTool.EngineDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory()); }
}
/// <summary>
/// Provide access to the UEThirdPartySourceDirectory property for code referencing ModuleRules.UEBuildConfiguration.
/// </summary>
public string UEThirdPartySourceDirectory
{
get { return "ThirdParty/"; }
}
/// <summary>
/// Provide access to the UEThirdPartyBinariesDirectory property for code referencing ModuleRules.UEBuildConfiguration.
/// </summary>
public string UEThirdPartyBinariesDirectory
{
get { return "../Binaries/ThirdParty/"; }
}
/// <summary>
/// Checks if current platform is part of a given platform group
/// </summary>
/// <param name="Group">The platform group to check</param>
/// <returns>True if current platform is part of a platform group</returns>
public bool IsInPlatformGroup(UnrealPlatformGroup Group)
{
return UEBuildPlatform.IsPlatformInGroup(Platform, Group);
}
/// <summary>
/// Gets diagnostic messages about default settings which have changed in newer versions of the engine
/// </summary>
/// <param name="Diagnostics">List of messages to be appended to</param>
internal void GetBuildSettingsInfo(List<string> Diagnostics)
{
Inner.GetBuildSettingsInfo(Diagnostics);
}
}
}