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Legacy code in CrashDebugHelper was dragging in SourceControl and AssetRegistry as dependencies for CrashReportClient. This dependency is no longer needed, as internal crashes now always perform local symbolification (either via symbols built locally, or synced via UGS). Syncing symbols from Perforce or a network drive is no longer needed or used. #rb Ben.Marsh #rnx [CL 9422370 by Jamie Dale in Dev-Core branch]
44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class CrashDebugHelper : ModuleRules
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{
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public CrashDebugHelper( ReadOnlyTargetRules Target ) : base(Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Developer/CrashDebugHelper/Private/",
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"Developer/CrashDebugHelper/Private/Linux",
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"Developer/CrashDebugHelper/Private/Mac",
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"Developer/CrashDebugHelper/Private/Windows",
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"Developer/CrashDebugHelper/Private/IOS",
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}
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);
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PrivateIncludePaths.Add( "ThirdParty/PLCrashReporter/plcrashreporter-master-5ae3b0a/Source" );
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if (Target.Type != TargetType.Game && Target.Type != TargetType.Client)
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{
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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}
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);
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}
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else
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{
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IsRedistributableOverride = true;
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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}
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);
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}
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if(Target.Platform == UnrealTargetPlatform.Win64 && Target.WindowsPlatform.bUseBundledDbgHelp)
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{
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throw new System.Exception("CrashDebugHelper uses DBGENG.DLL at runtime, which depends on a matching version of DBGHELP.DLL but cannot be redistributed. Please set WindowsPlatform.bUseBundledDbgHelp = false for this target.");
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}
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}
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}
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