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https://github.com/izzy2lost/UnrealEngineUWP.git
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94 lines
2.7 KiB
Plaintext
94 lines
2.7 KiB
Plaintext
// Copyright 1998-2015 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 class {GAME_NAME}Target : TargetRules
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{
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public {GAME_NAME}Target(TargetInfo Target)
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{
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Type = TargetType.Game;
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}
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//
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// TargetRules interface.
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//
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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OutExtraModuleNames.Add("UE4Game");
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// this is important - for some reason achievements etc intertwined with the onlinesubsystem and they saved without using a fake OSS. :/
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if (Target.Platform == UnrealTargetPlatform.HTML5)
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{
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OutExtraModuleNames.Add("OnlineSubsystemNull");
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}
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}
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public override void SetupGlobalEnvironment(
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TargetInfo Target,
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ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
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ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
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)
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{
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}
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public override GUBPProjectOptions GUBP_IncludeProjectInPromotedBuild_EditorTypeOnly(UnrealTargetPlatform HostPlatform)
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{
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var Result = new GUBPProjectOptions();
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Result.bTestWithShared = false;
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Result.bIsNonCode = true;
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return Result;
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}
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public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
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{
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List<UnrealTargetPlatform> Platforms = null;
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switch (HostPlatform)
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{
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case UnrealTargetPlatform.Mac:
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Platforms = new List<UnrealTargetPlatform> { UnrealTargetPlatform.IOS };
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break;
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case UnrealTargetPlatform.Linux:
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Platforms = new List<UnrealTargetPlatform>();
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break;
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case UnrealTargetPlatform.Win64:
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Platforms = new List<UnrealTargetPlatform>();
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break;
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default:
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Platforms = new List<UnrealTargetPlatform>();
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break;
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}
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return Platforms;
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}
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public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
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{
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return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping, UnrealTargetConfiguration.Test };
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}
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public override List<GUBPFormalBuild> GUBP_GetConfigsForFormalBuilds_MonolithicOnly(UnrealTargetPlatform HostPlatform)
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{
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if (HostPlatform != UnrealTargetPlatform.Mac)
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{
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return new List<GUBPFormalBuild>();
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}
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else
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{
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return new List<GUBPFormalBuild>
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{
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Development),
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Shipping),
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new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false, true),
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};
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}
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}
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}
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