Files
UnrealEngineUWP/Engine/Source/Programs/InterchangeWorker/InterchangeWorker.Target.cs
Alexis Matte a09e635a1b Convert FBaseNode to UInterchangeBaseNode and FBaseNodeContainer to UInterchangeBaseNodeContainer. Using UObject will save us the adapter and make all the public API available in c++, python and blueprint.
Add fbx sdk base code to open a file and create the hierarchy so we can import material and textures from fbx

#jira none
#rb jeanmichel.dignard, richard.talbotwatkin

[CL 14375962 by Alexis Matte in ue5-main branch]
2020-09-23 08:35:40 -04:00

48 lines
1.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.Desktop)]
public class InterchangeWorkerTarget : TargetRules
{
public InterchangeWorkerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "InterchangeWorker";
SolutionDirectory = "Programs/InterchangeWorker";
// Lean and mean
bBuildDeveloperTools = false;
// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
bUseMallocProfiler = false;
// Editor-only data, however, is needed
bBuildWithEditorOnlyData = 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 = true;
bCompileAgainstApplicationCore = true;
// This is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = true;
bLegalToDistributeBinary = true;
bCompilePhysX = false;
bCompileAPEX = false;
bCompileNvCloth = false;
bCompileICU = false;
bCompileCEF3 = false;
GlobalDefinitions.Add("USE_LOCALIZED_PACKAGE_CACHE=0");
string EngineDir = @"..\.."; // relative to default destination, which is $(EngineDir)\Binaries\Win64
ExeBinariesSubFolder = EngineDir + @"\Plugins\Runtime\Interchange\Binaries\Win64\";
}
}