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#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]
45 lines
1.6 KiB
C#
45 lines
1.6 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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[SupportedPlatforms(UnrealPlatformClass.Desktop)]
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public class UnrealLightmassTarget : TargetRules
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{
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public UnrealLightmassTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LinkType = TargetLinkType.Modular;
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AdditionalPlugins.Add("UdpMessaging");
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LaunchModuleName = "UnrealLightmass";
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// Lean and mean
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bBuildDeveloperTools = false;
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// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
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// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
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bUseMallocProfiler = false;
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// Editor-only data, however, is needed
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bBuildWithEditorOnlyData = true;
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// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
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bCompileAgainstEngine = false;
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//bCompileAgainstCoreUObject = false;
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if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
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{
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// On Mac/Linux UnrealLightmass is executed locally and communicates with the editor using Messaging module instead of SwarmAgent
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// Plugins and developer tools are needed for that
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bCompileWithPluginSupport = true;
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bBuildDeveloperTools = true;
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}
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// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
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bIsBuildingConsoleApplication = true;
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// Disable logging, lightmass will create its own unique logging file
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GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
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}
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}
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