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- This allows for Confidential platforms to exist outside of the engine, and insert themselves in as needed
- Directory structure is, where .... mirrors the directory structure for Engine and projects
- /Platforms/XXX/....
- Moving to more data driven approach for ShaderPlatforms and PlatformInfo, where they can be read from DataDrivenPlatformInfo.ini files that live in the platform config folders
- Removed platform mentions from UBT, by way of changing some enums to partial classes with static members (see UnrealTargetPlatform)
- Various other UBT/UAT modifications to allow for looking in other locations for files
- THIS IS NOT A COMPLETE AND FINAL SOLUTION. WE WILL CONTINUE WORK IN DEV-BUILD BEFORE ITS READY FOR PRIMETIME
#rb ben.marsh
[CL 6271418 by Josh Adams in Dev-Build branch]
33 lines
1.2 KiB
C#
33 lines
1.2 KiB
C#
// Copyright 1998-2019 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("Win32", "Win64", "Mac", "Linux")]
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[SupportedConfigurations(UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping)]
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public class BuildPatchToolTarget : TargetRules
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{
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public BuildPatchToolTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LinkType = TargetLinkType.Monolithic;
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LaunchModuleName = "BuildPatchTool";
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bOutputPubliclyDistributable = true;
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UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = false;
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if(Target.Configuration == UnrealTargetConfiguration.Shipping)
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{
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// AutomationController is referenced by BuildPatchTool.build.cs, and references a ton of editor things that it probably shouldn't. Need ApplicationCore for this.
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bCompileAgainstApplicationCore = false;
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}
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bBuildDeveloperTools = false;
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bUseLoggingInShipping = true;
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bUseChecksInShipping = true;
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bIsBuildingConsoleApplication = true;
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bHasExports = false;
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bWithServerCode = false;
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}
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}
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