Files
UnrealEngineUWP/Engine/Source/Programs/SlateViewer/SlateViewer.Target.cs
Peter Engstrom 39c0dc7067 Programs need to build with support for developer tools in order to get all SlateEditorStyle code..
TODO: Be more restrictive about SlateReflector's use of MessageLog so that there's no dependency on EditorStyle unless needed.

#rb matt.kuhlenschmidt

[CL 4742927 by Peter Engstrom in Dev-Networking branch]
2019-01-17 10:52:45 -05:00

34 lines
969 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.Desktop)]
[SupportedPlatforms(UnrealTargetPlatform.IOS)]
public class SlateViewerTarget : TargetRules
{
public SlateViewerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "SlateViewer";
ExtraModuleNames.Add("EditorStyle");
bBuildDeveloperTools = false;
// SlateViewer doesn't ever compile with the engine linked in
bCompileAgainstEngine = false;
// We need CoreUObject compiled in as the source code access module requires it
bCompileAgainstCoreUObject = true;
// SlateViewer.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
bHasExports = false;
// Make sure to get all code in SlateEditorStyle compiled in
bBuildDeveloperTools = true;
}
}