Files
UnrealEngineUWP/Engine/Source/Programs/UnrealCEFSubProcess/UnrealCEFSubProcess.Target.cs
Ben Marsh 38a7d3328b UBT: Deprecate bCompileLeanAndMeanUE. This setting is vague and non-descriptive, and causes several other settings to be overriden. It is forced on by the current target type and individual target platforms, preventing targets from modifying those values. Anything explicitly using bCompileLeanAndMeanUE now uses bBuildDeveloperTools instead, and the UE_BUILD_MINIMAL macro at runtime has been removed.
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]
2018-11-27 09:02:34 -05:00

46 lines
1.7 KiB
C#

// Copyright 1998-2018 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;
}
}