Files
UnrealEngineUWP/Engine/Build/Target.cs.template
Dmitry Rekman e93b9d2b9c Linux: fix GUBP to work on Linux host.
#codereview Kellan.Carr, Ben.Marsh

[CL 2505774 by Dmitry Rekman in Main branch]
2015-04-08 16:16:23 -04:00

94 lines
2.7 KiB
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class {GAME_NAME}Target : TargetRules
{
public {GAME_NAME}Target(TargetInfo Target)
{
Type = TargetType.Game;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.Add("UE4Game");
// this is important - for some reason achievements etc intertwined with the onlinesubsystem and they saved without using a fake OSS. :/
if (Target.Platform == UnrealTargetPlatform.HTML5)
{
OutExtraModuleNames.Add("OnlineSubsystemNull");
}
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
}
public override GUBPProjectOptions GUBP_IncludeProjectInPromotedBuild_EditorTypeOnly(UnrealTargetPlatform HostPlatform)
{
var Result = new GUBPProjectOptions();
Result.bTestWithShared = false;
Result.bIsNonCode = true;
return Result;
}
public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
{
List<UnrealTargetPlatform> Platforms = null;
switch (HostPlatform)
{
case UnrealTargetPlatform.Mac:
Platforms = new List<UnrealTargetPlatform> { UnrealTargetPlatform.IOS };
break;
case UnrealTargetPlatform.Linux:
Platforms = new List<UnrealTargetPlatform>();
break;
case UnrealTargetPlatform.Win64:
Platforms = new List<UnrealTargetPlatform>();
break;
default:
Platforms = new List<UnrealTargetPlatform>();
break;
}
return Platforms;
}
public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
{
return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping, UnrealTargetConfiguration.Test };
}
public override List<GUBPFormalBuild> GUBP_GetConfigsForFormalBuilds_MonolithicOnly(UnrealTargetPlatform HostPlatform)
{
if (HostPlatform != UnrealTargetPlatform.Mac)
{
return new List<GUBPFormalBuild>();
}
else
{
return new List<GUBPFormalBuild>
{
new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Development),
new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Shipping),
new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false, true),
};
}
}
}