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#rb Tim.Smith #preflight 6154951003f33200010389a5 #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 17664358 in //UE5/Release-5.0/... via CL 17664461 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v875-17642767) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17664511 by devin doucette in ue5-release-engine-test branch]
78 lines
2.7 KiB
C#
78 lines
2.7 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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// Abstract base class for worker targets. Not a valid target by itself, hence it is not put into a *.target.cs file.
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[SupportedPlatforms(UnrealPlatformClass.Desktop)]
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public abstract class DerivedDataBuildWorkerTarget : TargetRules
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{
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public DerivedDataBuildWorkerTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LinkType = TargetLinkType.Monolithic;
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SolutionDirectory = "Programs/BuildWorker";
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bUseXGEController = false;
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bCompileFreeType = false;
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bLoggingToMemoryEnabled = true;
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bUseLoggingInShipping = true;
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bCompileWithAccessibilitySupport= false;
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bWithServerCode = false;
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bCompileNavmeshClusterLinks = false;
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bCompileNavmeshSegmentLinks = false;
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bCompileRecast = false;
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bCompileICU = false;
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bCompileChaos = false;
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bUseChaos = false;
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bWithLiveCoding = false;
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bBuildDeveloperTools = false;
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bUseMallocProfiler = false;
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bBuildWithEditorOnlyData = true;
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = false;
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bCompileAgainstApplicationCore = false;
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bUsesSlate = false;
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bIsBuildingConsoleApplication = true;
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// TODO: I want to use static CRT in the future, but it causes link issues today likely due to 3rd party libraries
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//bUseStaticCRT = true;
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WindowsPlatform.bUseBundledDbgHelp = false;
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WindowsPlatform.bPixProfilingEnabled = false;
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WindowsPlatform.bMergeIdenticalCOMDATs = true;
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WindowsPlatform.bStripUnreferencedSymbols = true;
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// Disable logging, as the workers are spawned often and logging will just slow them down
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GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
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// Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off.
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GlobalDefinitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
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// Disable external profiling in TextureBuilder to improve startup time
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GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0");
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}
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}
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public class DerivedDataBuildWorker : ModuleRules
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{
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public DerivedDataBuildWorker(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicIncludePaths.Add("Runtime/Launch/Public");
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PublicIncludePaths.Add("Developer/DerivedDataCache/Public");
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PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"DerivedDataCache",
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"Projects",
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});
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if (Target.bCompileAgainstApplicationCore)
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{
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PrivateDependencyModuleNames.Add("ApplicationCore");
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}
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// This needs to match the version defined in TargetReceiptBuildWorkerFactory.cpp
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AdditionalPropertiesForReceipt.Add("DerivedDataBuildWorkerReceiptVersion", "dab5352e-a5a7-4793-a7a3-1d4acad6aff2");
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}
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}
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