Files
UnrealEngineUWP/Engine/Source/Programs/UnrealLightmass/UnrealLightmass.Target.cs
Ryan Durand 74c879d5f3 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870960 by Ryan Durand in Main branch]
2019-12-26 23:06:02 -05:00

45 lines
1.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.Desktop)]
public class UnrealLightmassTarget : TargetRules
{
public UnrealLightmassTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Modular;
AdditionalPlugins.Add("UdpMessaging");
LaunchModuleName = "UnrealLightmass";
// 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 = true;
// 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;
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
{
// On Mac/Linux UnrealLightmass is executed locally and communicates with the editor using Messaging module instead of SwarmAgent
// Plugins and developer tools are needed for that
bCompileWithPluginSupport = true;
bBuildDeveloperTools = true;
}
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = true;
// Disable logging, lightmass will create its own unique logging file
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
}
}