Files
UnrealEngineUWP/Engine/Source/Programs/CrashReportClient/CrashReportClient.Target.cs
Marc Audy 608734e30d Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb
#rnx

[CL 4666113 by Marc Audy in Dev-Framework branch]
2018-12-17 12:24:20 -05:00

49 lines
1.4 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealTargetPlatform.Win32, UnrealTargetPlatform.Win64, UnrealTargetPlatform.Mac, UnrealTargetPlatform.Linux)]
[SupportedConfigurations(UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping)]
public class CrashReportClientTarget : TargetRules
{
public CrashReportClientTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
LaunchModuleName = "CrashReportClient";
if (Target.Platform != UnrealTargetPlatform.Linux)
{
ExtraModuleNames.Add("EditorStyle");
}
bOutputPubliclyDistributable = true;
bCompileLeanAndMeanUE = true;
// Don't need editor
bBuildEditor = false;
// CrashReportClient doesn't ever compile with the engine linked in
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = true;
bUseLoggingInShipping = true;
bIncludeADO = false;
// CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
bHasExports = false;
bUseChecksInShipping = true;
// Epic Games Launcher needs to run on OS X 10.9, so CrashReportClient needs this as well
bEnableOSX109Support = true;
GlobalDefinitions.Add("NOINITCRASHREPORTER=1");
}
}