Files
UnrealEngineUWP/Engine/Source/Programs/UnrealCEFSubProcess/UnrealCEFSubProcess.Target.cs
Thomas Sarkanen cc942a3341 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4768627
#rb none
#jira none

[CL 4769629 by Thomas Sarkanen in Dev-Anim branch]
2019-01-22 06:48:04 -05:00

46 lines
1.7 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System.Collections.Generic;
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms(UnrealTargetPlatform.Win32, UnrealTargetPlatform.Win64, UnrealTargetPlatform.Mac, UnrealTargetPlatform.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;
}
}