Files
UnrealEngineUWP/Engine/Source/Programs/LiveCodingConsole/LiveCodingConsole.Target.cs
ben marsh cf183af67c Integrating live coding feature (aka Live++) into UE4.
Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.

Changes vs standalone Live++ version:

* UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
* Adding new source files is supported.
* Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
* Settings are exposed in the editor's project settings dialog.
* Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
* Does not require a standalone licensed version of Live++.

Known issues:

* Does not currently support class layout changes / object reinstancing

#rb none
[FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden
#jira

#ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00

34 lines
1.0 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class LiveCodingConsoleTarget : TargetRules
{
public LiveCodingConsoleTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "LiveCodingConsole";
bBuildDeveloperTools = false;
bUseMallocProfiler = false;
bCompileWithPluginSupport = true;
bIncludePluginsForTargetPlatforms = true;
// Editor-only data, however, is needed
bBuildWithEditorOnlyData = true;
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
bCompileAgainstApplicationCore = true;
bCompileAgainstCoreUObject = true;
bCompileAgainstEngine = false;
// ICU is not needed
bCompileICU = false;
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = false;
}
}