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https://github.com/izzy2lost/UnrealEngineUWP.git
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67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
// Copyright 1998-2015 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 UnrealFileServerTarget : TargetRules
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{
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public UnrealFileServerTarget(TargetInfo Target)
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{
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Type = TargetType.Program;
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}
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//
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// TargetRules interface.
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//
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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OutBuildBinaryConfigurations.Add(
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new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
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InModuleNames: new List<string>() { "UnrealFileServer" } )
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);
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}
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public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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public override void SetupGlobalEnvironment(
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TargetInfo Target,
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ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
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ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
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)
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{
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// Lean and mean
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
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// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
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BuildConfiguration.bUseMallocProfiler = false;
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// No editor needed
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UEBuildConfiguration.bBuildEditor = false;
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// Editor-only data, however, is needed
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UEBuildConfiguration.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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UEBuildConfiguration.bCompileAgainstEngine = false;
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UEBuildConfiguration.bCompileAgainstCoreUObject = false;
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UEBuildConfiguration.bBuildDeveloperTools = false;
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// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
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OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
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}
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public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, bool bBuildingRocket, out bool bInternalToolOnly, out bool SeparateNode)
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{
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bInternalToolOnly = false;
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SeparateNode = false;
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return true;
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}
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}
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