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- Non-engine modules/targets will have to specify the "version" of includes via IncludeOrderVersion in TargetRules or ModuleRules. - This setting will control the value of UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX where XXX is the version of the engine. - When moving types out of a header, users will need to include the new location of the type in the header it was removed from but only if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX is set. - If a target does not change its IncludeOrderVersion to the latest version, UBT will print out a message telling users how to upgrade. - This change introduces a new set of SharedPCH permutations to make sure modules with older versions get the PCH with UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX set correctly. #jira none #rb jonathan.adamczewski, joe.kirchoff #preflight 623e1d3d196f3ae80b4c37ee [CL 19518359 by christopher waters in ue5-main branch]
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
// Copyright 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(UnrealPlatformClass.Desktop)]
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public class InterchangeWorkerTarget : TargetRules
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{
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public InterchangeWorkerTarget(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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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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LaunchModuleName = "InterchangeWorker";
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SolutionDirectory = "Programs/InterchangeWorker";
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// Lean and mean
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bBuildDeveloperTools = false;
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// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
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// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
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bUseMallocProfiler = false;
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// Editor-only data, however, is needed
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bBuildWithEditorOnlyData = false;
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// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = true;
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bCompileAgainstApplicationCore = true;
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// This is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
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bIsBuildingConsoleApplication = true;
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bLegalToDistributeBinary = true;
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bCompilePhysX = false;
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bCompileAPEX = false;
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bCompileNvCloth = false;
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bCompileICU = false;
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bCompileCEF3 = false;
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GlobalDefinitions.Add("USE_LOCALIZED_PACKAGE_CACHE=0");
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}
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}
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