Files
UnrealEngineUWP/Engine/Source/Programs/UnrealCEFSubProcess/UnrealCEFSubProcess.Target.cs
Josh Adams 1e4b186150 - Big update to platforms: PlatformExtensions
- 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]
2019-05-03 08:03:23 -04:00

46 lines
1.6 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System.Collections.Generic;
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms("Win32", "Win64", "Mac", "Linux")]
[SupportedConfigurations(UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping)]
public class UnrealCEFSubProcessTarget : TargetRules
{
public UnrealCEFSubProcessTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealCEFSubProcess";
// Change the undecorated exe name to be the shipping one on windows
UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
// Turn off various third party features we don't need
// Currently we force Lean and Mean mode
bBuildDeveloperTools = false;
// 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;
bBuildWithEditorOnlyData = true;
// Never use malloc profiling in CEFSubProcess.
bUseMallocProfiler = false;
// Force all shader formats to be built and included.
//bForceBuildShaderFormats = true;
// CEFSubProcess is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = false;
// Disable logging, as the sub processes are spawned often and logging will just slow them down
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
// Epic Games Launcher needs to run on OS X 10.9, so CEFSubProcess needs this as well
bEnableOSX109Support = true;
}
}