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https://github.com/izzy2lost/UnrealEngineUWP.git
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Includes following engine changes:
Getting display metrics only once at construct time when using SSafeZone. GetDisplayMetrics is expensive in Windows so it is impractical to call it every frame.
- Some AI API improvements, mostly switchig pointer function parameters to references.
- minor refactor of UCrowdFollowingComponent's queryinf functions:
- IsCrowd*Enabled functions refactored to IsCrowd*Active
- implemented IsCrowd*Enabled that return acrual values of relevant properties
- Added a function to CrowdManager to query for location of agents neighbouring given agent
Added support for PS4 touchpad-based cursor
You can now choose to skip synchronously scanning for asset data in object libraries and just use the data that is currently in the asset registry. The data will be refereshed automatically later once the global scan completes. The only applies to non-commandlet editor instances.
Crash fixes for trying to access NULL Metal surfaces on IOS
Slate: Cleaned up some atlas code related to padding and corrected some comments
[CL 2347323 by Ben Zeigler in Main branch]
120 lines
3.8 KiB
C#
120 lines
3.8 KiB
C#
// Copyright 1998-2014 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 class CrashReportClientTarget : TargetRules
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{
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public CrashReportClientTarget(TargetInfo Target)
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{
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Type = TargetType.Program;
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}
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//
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// TargetRules interface.
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//
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public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
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{
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OutPlatforms.Add(UnrealTargetPlatform.Win32);
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OutPlatforms.Add(UnrealTargetPlatform.Win64);
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OutPlatforms.Add(UnrealTargetPlatform.Mac);
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OutPlatforms.Add(UnrealTargetPlatform.Linux);
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return true;
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}
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public override bool GetSupportedConfigurations(ref List<UnrealTargetConfiguration> OutConfigurations, bool bIncludeTestAndShippingConfigs)
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{
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if( base.GetSupportedConfigurations( ref OutConfigurations, bIncludeTestAndShippingConfigs ) )
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{
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OutConfigurations.Add( UnrealTargetConfiguration.Shipping );
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OutConfigurations.Add( UnrealTargetConfiguration.Debug );
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return true;
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}
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else
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{
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return false;
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}
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}
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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OutBuildBinaryConfigurations.Add(
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new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
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InModuleNames: new List<string>() { "CrashReportClient" })
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);
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if (Target.Platform != UnrealTargetPlatform.Linux)
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{
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OutExtraModuleNames.Add("EditorStyle");
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}
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}
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public override bool ForceNameAsForDevelopment()
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{
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return true;
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}
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public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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public override void SetupGlobalEnvironment(
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TargetInfo Target,
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ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
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ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
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)
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{
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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// Don't need editor
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UEBuildConfiguration.bBuildEditor = false;
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// CrashReportClient doesn't ever compile with the engine linked in
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UEBuildConfiguration.bCompileAgainstEngine = false;
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UEBuildConfiguration.bCompileAgainstCoreUObject = false;
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UEBuildConfiguration.bUseLoggingInShipping = true;
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UEBuildConfiguration.bCompileSteamOSS = false;
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UEBuildConfiguration.bIncludeADO = (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32);
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// Do not include ICU for Linux (this is a temporary workaround, separate headless CrashReportClient target should be created, see UECORE-14 for details).
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if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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UEBuildConfiguration.bCompileICU = false;
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}
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// CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
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// the linker.
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OutLinkEnvironmentConfiguration.bHasExports = false;
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// Do NOT produce additional console app exe
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OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
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OutCPPEnvironmentConfiguration.Definitions.Add( "USE_CHECKS_IN_SHIPPING=1" );
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}
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public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, bool bBuildingRocket, out bool bInternalToolOnly, out bool SeparateNode)
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{
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bInternalToolOnly = false;
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SeparateNode = false;
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return true;
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}
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public override List<UnrealTargetPlatform> GUBP_ToolPlatforms(UnrealTargetPlatform InHostPlatform)
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{
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if (InHostPlatform == UnrealTargetPlatform.Win64)
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{
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return new List<UnrealTargetPlatform> { UnrealTargetPlatform.Win64, UnrealTargetPlatform.Win32, UnrealTargetPlatform.Linux };
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}
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return base.GUBP_ToolPlatforms(InHostPlatform);
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}
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public override List<UnrealTargetConfiguration> GUBP_ToolConfigs( UnrealTargetPlatform InHostPlatform )
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{
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return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Shipping };
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}
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}
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