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#rb none #rnx #ROBOMERGE-OWNER: ryan.gerleve #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4718806 in //UE4/Main/... #ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking) [CL 4718825 by ben marsh in Dev-Networking branch]
42 lines
1.4 KiB
C#
42 lines
1.4 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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public abstract class MayaLiveLinkPluginTargetBase : TargetRules
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{
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public MayaLiveLinkPluginTargetBase(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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bShouldCompileAsDLL = true;
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LinkType = TargetLinkType.Monolithic;
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// We only need minimal use of the engine for this plugin
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bBuildDeveloperTools = false;
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bUseMallocProfiler = false;
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bBuildWithEditorOnlyData = true;
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = true;
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bCompileICU = false;
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bHasExports = true;
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bBuildInSolutionByDefault = false;
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// Add a post-build step that copies the output to a file with the .mll extension
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string OutputName = "MayaLiveLinkPlugin";
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if(Target.Configuration != UnrealTargetConfiguration.Development)
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{
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OutputName = string.Format("{0}-{1}-{2}", OutputName, Target.Platform, Target.Configuration);
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}
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PostBuildSteps.Add(string.Format("copy /Y \"$(EngineDir)\\Binaries\\Win64\\{0}.dll\" \"$(EngineDir)\\Binaries\\Win64\\{0}.mll\" >nul: & echo Copied output to $(EngineDir)\\Binaries\\Win64\\{0}.mll", OutputName));
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}
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}
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public class MayaLiveLinkPlugin2016Target : MayaLiveLinkPluginTargetBase
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{
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public MayaLiveLinkPlugin2016Target(TargetInfo Target) : base(Target)
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{
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LaunchModuleName = "MayaLiveLinkPlugin2016";
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}
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} |