Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/UnrealHeaderTool.Target.cs
Tim Smith 7882e850ad Removed FNAME_WRITE_PROTECT_PAGES=0 from target definitions
#rb self
#rnx
#preflight 63d7e1a85c69f453c1036967

[CL 23907730 by Tim Smith in ue5-main branch]
2023-01-30 10:40:38 -05:00

47 lines
1.7 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UnrealHeaderToolTarget : TargetRules
{
public UnrealHeaderToolTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Modular;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
LaunchModuleName = "UnrealHeaderTool";
// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
bUseMallocProfiler = false;
bCompileICU = false;
// Editor-only data, however, is needed
bBuildWithEditorOnlyData = true;
// 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;
bCompileAgainstApplicationCore = false;
// Force exception handling across all modules.
bForceEnableExceptions = true;
// Plugin support
bCompileWithPluginSupport = true;
bBuildDeveloperTools = true;
// This app is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = true;
GlobalDefinitions.Add("USE_COMPILED_IN_NATIVES=0");
GlobalDefinitions.Add("USE_LOCALIZED_PACKAGE_CACHE=0");
GlobalDefinitions.Add("STATS=0");
// We disable compilation of GC related code since it takes a very long time (up to 30 seconds on typical hardware at the time of writing)
GlobalDefinitions.Add("UE_WITH_GC=0");
GlobalDefinitions.Add("UE_WITH_SAVEPACKAGE=0");
GlobalDefinitions.Add("UE_WITH_CORE_REDIRECTS=0");
}
}