Files
UnrealEngineUWP/Engine/Source/Programs/DerivedDataBuildWorker/DerivedDataBuildWorker.Build.cs
Zousar Shaker bc073c41ed Change DerivedDataBuildWorker/Loop & TextureDerivedDataBuildExporter to use the DDC implementation of FBuildAction[Builder] and FBuildOutput[Builder]
#rb devin.doucette
#preflight 60a7e6ad7370d30001cd62cc

[CL 16421772 by Zousar Shaker in ue5-main branch]
2021-05-21 14:18:04 -04:00

80 lines
2.8 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
// Abstract base class for worker targets. Not a valid target by itself, hence it is not put into a *.target.cs file.
[SupportedPlatforms(UnrealPlatformClass.Desktop)]
public abstract class DerivedDataBuildWorkerTarget : TargetRules
{
public DerivedDataBuildWorkerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
SolutionDirectory = "Programs/BuildWorker";
// TODO: This is temporary to allow DDCUtils to not cause build errors when referenced
// by the build workers. In the future the use of DDC should strip out backends
// and DDCUTils, so it will no longer be required to set bLegalToDistributeBinary.
bLegalToDistributeBinary = true;
bUseXGEController = false;
bCompileFreeType = false;
bLoggingToMemoryEnabled = true;
bUseLoggingInShipping = true;
bCompileWithAccessibilitySupport= false;
bWithServerCode = false;
bCompileNavmeshClusterLinks = false;
bCompileNavmeshSegmentLinks = false;
bCompileRecast = false;
bCompileICU = false;
bCompileChaos = false;
bUseChaos = false;
bWithLiveCoding = false;
bBuildDeveloperTools = false;
bUseMallocProfiler = false;
bBuildWithEditorOnlyData = true;
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = false;
bCompileAgainstApplicationCore = false;
bUsesSlate = false;
bIsBuildingConsoleApplication = true;
// TODO: I want to use static CRT in the future, but it causes link issues today likely due to 3rd party libraries
//bUseStaticCRT = true;
WindowsPlatform.bUseBundledDbgHelp = false;
WindowsPlatform.bPixProfilingEnabled = false;
WindowsPlatform.bMergeIdenticalCOMDATs = true;
WindowsPlatform.bStripUnreferencedSymbols = true;
// Disable logging, as the workers are spawned often and logging will just slow them down
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
// Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off.
GlobalDefinitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
// Disable external profiling in TextureBuilder to improve startup time
GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0");
}
}
public class DerivedDataBuildWorker : ModuleRules
{
public DerivedDataBuildWorker(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.Add("Runtime/Launch/Public");
PublicIncludePaths.Add("Developer/DerivedDataCache/Public");
PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"Projects",
"DerivedDataCache",
});
if (Target.bCompileAgainstApplicationCore)
{
PrivateDependencyModuleNames.Add("ApplicationCore");
}
}
}