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The values that it previously forced values to are now configured as follows: * bBuildEditor is a read-only property that returns true if and only if the target type is Editor. * bCompileSimplygon and bCompileSimplygonSSF now a property which will default to true for Windows editor, if Simplygon is available. It can also be explicitly enabled or disabled. * bCompileSpeedTree is now a property which will default to true for editor targets, and can also be explicitly enabled or disabled. #rb none [CL 4596311 by Ben Marsh in Dev-Build branch]
32 lines
860 B
C#
32 lines
860 B
C#
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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[SupportedPlatforms(UnrealTargetPlatform.Win64, UnrealTargetPlatform.Mac)]
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public class SymbolDebuggerTarget : TargetRules
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{
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public SymbolDebuggerTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LinkType = TargetLinkType.Monolithic;
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LaunchModuleName = "SymbolDebugger";
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ExtraModuleNames.Add("EditorStyle");
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GlobalDefinitions.Add("WITH_DATABASE_SUPPORT=1");
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bBuildDeveloperTools = false;
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// SymbolDebugger doesn't ever compile with the engine linked in
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = true;
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bIncludeADO = true;
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// SymbolDebugger.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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bHasExports = false;
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}
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}
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