Files
UnrealEngineUWP/Engine/Source/Programs/BuildPatchTool/BuildPatchTool.Target.cs
Alex Fennell 1b2dd61304 Merging \\UE4\Portal-Staging to \\UE4\Main
#lockdown nick.penwarden
#RB none
#codereview justin.sargent

[CL 3033489 by Alex Fennell in Main branch]
2016-06-29 18:00:01 -04:00

78 lines
2.4 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class BuildPatchToolTarget : TargetRules
{
public BuildPatchToolTarget(TargetInfo Target)
{
Type = TargetType.Program;
bOutputPubliclyDistributable = true;
UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
}
//
// TargetRules interface.
//
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
OutPlatforms.Add(UnrealTargetPlatform.Win32);
OutPlatforms.Add(UnrealTargetPlatform.Win64);
OutPlatforms.Add(UnrealTargetPlatform.Mac);
OutPlatforms.Add(UnrealTargetPlatform.Linux);
return true;
}
public override bool GetSupportedConfigurations(ref List<UnrealTargetConfiguration> OutConfigurations, bool bIncludeTestAndShippingConfigs)
{
OutConfigurations.Add(UnrealTargetConfiguration.Debug);
OutConfigurations.Add(UnrealTargetConfiguration.Development);
OutConfigurations.Add(UnrealTargetConfiguration.Shipping);
return true;
}
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration(
InType: UEBuildBinaryType.Executable,
InModuleNames: new List<string>() {
"BuildPatchTool"
}
)
);
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration)
{
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
UEBuildConfiguration.bUseLoggingInShipping = true;
UEBuildConfiguration.bUseChecksInShipping = true;
OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
OutLinkEnvironmentConfiguration.bHasExports = false;
}
public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, out bool bInternalToolOnly, out bool SeparateNode, out bool CrossCompile)
{
bInternalToolOnly = true;
SeparateNode = true;
CrossCompile = false;
return true;
}
}