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43 lines
1.8 KiB
Plaintext
43 lines
1.8 KiB
Plaintext
Availability: Docs
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Title: Unreal Build System Target Files
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Crumbs: %ROOT%, Programming, Programming\UnrealBuildSystem
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Description:Reference for the target files used by Unreal Build System when building targets.
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Version: 4.16
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Parent:Programming/UnrealBuildSystem
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Order:
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Type:reference
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Tags:Unreal Build System
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[TOC (start:2 end:3)]
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### Overview
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UnrealBuildTool supports building several target types:
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* **Game** - A standalone game which requires cooked data to run.
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* **Client** - Same as Game, but does not include any server code. Useful for networked games.
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* **Server** - Same as Game, but does not include any client code. Useful for dedicated servers in networked games.
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* **Editor** - A target which extends the Unreal Editor.
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* **Program** - A standalone utility program built on top of the Unreal Engine.
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Targets are declared through C# source files with a .target.cs extension, and are stored under your project's *Source* directory. Each .target.cs file declares a class deriving from the TargetRules base class, and sets properties controlling how it should be built from its constructor. When asked to build a target, UnrealBuildTool will compile your target.cs file and construct the class inside it to determine its settings.
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The name of the class must match the name of the file it's declared in followed by 'Target' (so for example, MyProject.target.cs defines the class 'MyProjectTarget').
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The typical structure for a target file is as follows.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class MyProjectTarget : TargetRules
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{
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public MyProjectTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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// Other properties go here
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}
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}
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[INCLUDE:Programming/UnrealBuildSystem/TargetFiles/TargetFilesProperties]
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