Files
UnrealEngineUWP/Engine/Source/Programs/BlankProgram/BlankProgram.Target.cs
Johan Torp e60835a870 BlankProgram support for all targets to ease running unit tests and benchmarks on consoles and mobile platforms
BlankProgram compiles for all platforms, but I've only tested running it on PS5.
Also added generation of PS5 VS debugger settings for all Program targets.

#rb luke.thatcher, josh.adams, ben.marsh
#jira none

[CL 15556113 by Johan Torp in ue5-main branch]
2021-03-01 05:59:02 -04:00

37 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.All)]
public class BlankProgramTarget : TargetRules
{
public BlankProgramTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "BlankProgram";
// 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 is enabled for desktop platforms to run unit tests that depend on editor-only data
// It's disabled in test and shipping configs to make profiling similar to the game
bool bDebugOrDevelopment = Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.Development;
bBuildWithEditorOnlyData = Target.Platform.IsInGroup(UnrealPlatformGroup.Desktop) && bDebugOrDevelopment;
// 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;
bCompileAgainstApplicationCore = false;
bCompileICU = false;
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = true;
}
}