Files
UnrealEngineUWP/Engine/Source/Programs/BuildPatchTool/BuildPatchTool.Target.cs
Matthew Griffin 6de5ee48a4 Added checks on distribution level for modules and the direct dependencies of binaries
Changed Module Manager so that it adds restricted directories to modified PATH if they exist, removed unnecessary recursive use of FindModulePathsInDirectory
Updated setup of any projects that were flagged up using this system
Added old locations of restricted output to junk manifest
Added Util function to get min/max of IComparable types (used for enums)

[CL 2493565 by Matthew Griffin in Main branch]
2015-03-27 07:15:32 -04:00

62 lines
1.8 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class BuildPatchToolTarget : TargetRules
{
public BuildPatchToolTarget( TargetInfo Target )
{
Type = TargetType.Program;
bOutputPubliclyDistributable = true;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration(
InType: UEBuildBinaryType.Executable,
InModuleNames: new List<string>() {
"BuildPatchTool"
}
)
);
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration)
{
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
OutCPPEnvironmentConfiguration.Definitions.Add("WITH_BUILDPATCHGENERATION=1");
OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
OutLinkEnvironmentConfiguration.bHasExports = false;
}
public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, out bool bInternalToolOnly, out bool SeparateNode, out bool CrossCompile)
{
bInternalToolOnly = true;
SeparateNode = true;
CrossCompile = false;
return true;
}
}