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When Maya close a subject, tell the provider so it wouldn't resend it to UE4 once it connect back. #jira UE-68164 #rb simon.therriault #ROBOMERGE-SOURCE: CL 7065672 in //UE4/Release-4.23/... #ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v367-6836689) [CL 7065683 by patrick boutot in Main branch]
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public abstract class MayaLiveLinkPluginTargetBase : TargetRules
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{
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public MayaLiveLinkPluginTargetBase(TargetInfo Target, string LaunchModuleName) : base(Target)
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{
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Type = TargetType.Program;
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bShouldCompileAsDLL = true;
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LinkType = TargetLinkType.Monolithic;
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// We only need minimal use of the engine for this plugin
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bBuildDeveloperTools = false;
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bUseMallocProfiler = false;
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bBuildWithEditorOnlyData = true;
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = true;
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bCompileICU = false;
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bHasExports = true;
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bBuildInSolutionByDefault = false;
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this.LaunchModuleName = LaunchModuleName;
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// Add a post-build step that copies the output to a file with the .mll extension
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string OutputName = LaunchModuleName;
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if (Target.Configuration != UnrealTargetConfiguration.Development)
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{
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OutputName = string.Format("{0}-{1}-{2}", OutputName, Target.Platform, Target.Configuration);
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}
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PostBuildSteps.Add(string.Format("copy /Y \"$(EngineDir)\\Binaries\\Win64\\{0}.dll\" \"$(EngineDir)\\Binaries\\Win64\\{0}.mll\" >nul: & echo Copied output to $(EngineDir)\\Binaries\\Win64\\{0}.mll", OutputName));
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}
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}
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public class MayaLiveLinkPlugin2016Target : MayaLiveLinkPluginTargetBase
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{
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public MayaLiveLinkPlugin2016Target(TargetInfo Target) : base(Target, "MayaLiveLinkPlugin2016")
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{
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}
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} |