Files
UnrealEngineUWP/Engine/Source/Programs/SymbolDebugger/SymbolDebugger.Target.cs
ryan gerleve b41214417e Resolving conflict from Dev-Enterprise.
/src/ROBOMERGE_ENGINE_Dev_Networking/Engine/Source/Runtime/Sockets/Private/BSDSockets/SocketsBSD.cpp - merging //UE4/Main/Engine/Source/Runtime/Sockets/Private/BSDSockets/SocketsBSD.cpp#20


--------------------------------------
Copying //UE4/Dev-Enterprise[at]4705006 to Dev-Main (//UE4/Dev-Main)

#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: francis.hurteau
#ROBOMERGE-SOURCE: CL 4705151 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4712032 by ryan gerleve in Dev-Networking branch]
2019-01-11 14:26:15 -05:00

31 lines
832 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealTargetPlatform.Win64, UnrealTargetPlatform.Mac)]
public class SymbolDebuggerTarget : TargetRules
{
public SymbolDebuggerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "SymbolDebugger";
ExtraModuleNames.Add("EditorStyle");
bCompileLeanAndMeanUE = true;
// Don't need editor
bBuildEditor = false;
// SymbolDebugger doesn't ever compile with the engine linked in
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = true;
// SymbolDebugger.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
bHasExports = false;
}
}