Files
UnrealEngineUWP/Engine/Source/UE4Server.Target.cs
Peter Sauerbrei 0f6085b605 one last fix for the build problems with QAGame in binary
UE-19203

[CL 2637066 by Peter Sauerbrei in Main branch]
2015-07-29 11:14:05 -04:00

93 lines
2.6 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UE4ServerTarget : TargetRules
{
public UE4ServerTarget(TargetInfo Target)
{
Type = TargetType.Server;
bOutputToEngineBinaries = true;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
base.SetupBinaries(Target, ref OutBuildBinaryConfigurations, ref OutExtraModuleNames);
OutExtraModuleNames.Add("UE4Game");
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
}
public override bool ShouldUseSharedBuildEnvironment(TargetInfo Target)
{
return true;
}
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
// It is valid for only server platforms
return UnrealBuildTool.UnrealBuildTool.GetAllServerPlatforms(ref OutPlatforms, false);
}
public override void GetModulesToPrecompile(TargetInfo Target, List<string> ModuleNames)
{
// Add all the precompiled modules for this target
ModuleNames.Add("Launch");
ModuleNames.Add("GameplayAbilities");
ModuleNames.Add("XmlParser");
ModuleNames.Add("GameplayDebugger");
ModuleNames.Add("RuntimeAssetCache");
ModuleNames.Add("UnrealCodeAnalyzerTests");
ModuleNames.Add("OnlineSubsystemNull");
ModuleNames.Add("OnlineSubsystemAmazon");
if (UEBuildConfiguration.bCompileSteamOSS == true)
{
ModuleNames.Add("OnlineSubsystemSteam");
}
ModuleNames.Add("OnlineSubsystemNull");
}
public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
{
List<UnrealTargetPlatform> Platforms = null;
switch(HostPlatform)
{
case UnrealTargetPlatform.Linux:
Platforms = new List<UnrealTargetPlatform> { HostPlatform };
break;
case UnrealTargetPlatform.Win64:
Platforms = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.Linux };
break;
default:
Platforms = new List<UnrealTargetPlatform>();
break;
}
return Platforms;
}
public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
{
return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development };
}
}