Files
UnrealEngineUWP/Engine/Source/Programs/TestPAL/TestPAL.Target.cs
Josh Markiewicz f8d83447e1 #Integration FN->Main from CL#2642868
Engine Source changes

[CL 2645403 by Josh Markiewicz in Main branch]
2015-08-05 15:54:57 -04:00

61 lines
1.8 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class TestPALTarget : TargetRules
{
public TestPALTarget(TargetInfo Target)
{
Type = TargetType.Program;
}
//
// TargetRules interface.
//
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
// It is valid for only server platforms
return UnrealBuildTool.UnrealBuildTool.GetAllServerPlatforms(ref OutPlatforms, false);
}
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
InModuleNames: new List<string>() { "TestPAL" } )
);
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
// Lean and mean
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// No editor or editor-only data is needed
UEBuildConfiguration.bBuildEditor = false;
//UEBuildConfiguration.bBuildWithEditorOnlyData = false;
// Compile out references from Core to the rest of the engine
UEBuildConfiguration.bCompileAgainstEngine = false; // compiling without engine is broken (overridden functions do not override base class)
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
// Make a console application under Windows, so entry point is main() everywhere
OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
}
}