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- Added ability to optionally skip SDK validation when making a Target instance even if we don't want to skip Target validation (used when we make the base UnrealEditor target to compare to project's Editor target - we don't need to manage SDK for that temporary UnrealEditor target). - ShaderCompileWorker is now BuildEnvironment.UniqueIfNeeded, which will build into the project binaries dir if needed (based on per-project SDK override) - UnrealPak is marked as not caring about an SDK versions so it can be built along with SCW that does care - Added $(BinaryDir) variable to UEBuildTarget, etc, for the location of the first Binary in the output binaries #rb David.Harvey, Joe.Kirchoff [CL 31661939 by josh adams in ue5-main branch]
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
// Copyright 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 UnrealPakTarget : TargetRules
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{
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public UnrealPakTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LinkType = TargetLinkType.Modular;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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LaunchModuleName = "UnrealPak";
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bUseXGEController = false;
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bCompileFreeType = false;
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bLoggingToMemoryEnabled = false;
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bUseLoggingInShipping = true;
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bCompileWithAccessibilitySupport = false;
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bCompileWithPluginSupport = true;
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bIncludePluginsForTargetPlatforms = true;
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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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bWithLiveCoding = false;
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bBuildDeveloperTools = false;
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bBuildWithEditorOnlyData = true;
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = true;
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bCompileAgainstApplicationCore = true;
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bUsesSlate = false;
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bIsBuildingConsoleApplication = true;
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bForceBuildTargetPlatforms = true;
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bNeedsExtraShaderFormats = true;
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bAreTargetSDKVersionsRelevantOverride = false;
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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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bEnableTrace = true;
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GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0");
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}
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}
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