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This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304 [CL 15958515 by Marc Audy in ue5-main branch]
41 lines
1.5 KiB
C#
41 lines
1.5 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using EpicGames.Core;
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public class CoreUObject : ModuleRules
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{
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[ConfigFile(ConfigHierarchyType.Engine, "CoreUObject")]
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bool bEnableThreadSafeUniqueNetIds = false;
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public CoreUObject(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivatePCHHeaderFile = "Private/CoreUObjectPrivatePCH.h";
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SharedPCHHeaderFile = "Public/CoreUObjectSharedPCH.h";
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PrivateIncludePaths.Add("Runtime/CoreUObject/Private");
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PrivateIncludePathModuleNames.AddRange(
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new string[]
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{
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"TargetPlatform",
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}
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);
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PublicDependencyModuleNames.Add("Core");
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PublicDependencyModuleNames.Add("TraceLog");
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PrivateDependencyModuleNames.Add("Projects");
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PrivateDependencyModuleNames.Add("Json");
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ConfigCache.ReadSettings(DirectoryReference.FromFile(Target.ProjectFile), Target.Platform, this);
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bool bUseThreadSafeUniqueNetIds = bEnableThreadSafeUniqueNetIds && Target.Type != TargetType.Program;
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PublicDefinitions.Add("UNIQUENETID_ESPMODE=ESPMode::" + (bUseThreadSafeUniqueNetIds ? "ThreadSafe" : "Fast"));
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// This is to ease migration to ESPMode::ThreadSafe. We have deprecated public FUniqueNetId constructors, by including it in the
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// ESPMode::Fast deprecation mechanism. The constructors are public when the ESPMode is Fast, and protected when it is ThreadSafe.
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PublicDefinitions.Add("UNIQUENETID_CONSTRUCTORVIS=" + (bUseThreadSafeUniqueNetIds ? "protected" : "public"));
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}
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}
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