Files
UnrealEngineUWP/Engine/Source/Programs/UnrealCEFSubProcess/UnrealCEFSubProcess.Target.cs
ben marsh 458b71b27f Fix error attempting to embed manifest into executable.
#rb none
#jira UE-89552

#ROBOMERGE-SOURCE: CL 11632049 in //UE4/Release-4.25/... via CL 11632050
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v655-11596533)

[CL 11632058 by ben marsh in Main branch]
2020-02-26 11:17:09 -05:00

49 lines
1.7 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.Collections.Generic;
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms("Win32", "Win64", "Mac", "Linux")]
[SupportedConfigurations(UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping)]
public class UnrealCEFSubProcessTarget : TargetRules
{
public UnrealCEFSubProcessTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealCEFSubProcess";
// Change the undecorated exe name to be the shipping one on windows
UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
// Turn off various third party features we don't need
// Currently we force Lean and Mean mode
bBuildDeveloperTools = false;
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = false;
bBuildWithEditorOnlyData = true;
// Never use malloc profiling in CEFSubProcess.
bUseMallocProfiler = false;
// Force all shader formats to be built and included.
//bForceBuildShaderFormats = true;
// CEFSubProcess is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = false;
// Disable logging, as the sub processes are spawned often and logging will just slow them down
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
// Epic Games Launcher needs to run on OS X 10.9, so CEFSubProcess needs this as well
bEnableOSX109Support = true;
// Already a manifest specified through resource file
WindowsPlatform.ManifestFile = null;
}
}