Files
UnrealEngineUWP/Engine/Source/Programs/UnrealFileServer/UnrealFileServer.Target.cs
Marcus Wassmer dfc7fdff68 Fix Rocket build.
#codereview gil.gribb

[CL 2226087 by Marcus Wassmer in Main branch]
2014-07-21 18:06:25 -04:00

66 lines
2.2 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UnrealFileServerTarget : TargetRules
{
public UnrealFileServerTarget(TargetInfo Target)
{
Type = TargetType.Program;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
InModuleNames: new List<string>() { "UnrealFileServer" } )
);
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
// Lean and mean
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
BuildConfiguration.bUseMallocProfiler = false;
// No editor needed
UEBuildConfiguration.bBuildEditor = false;
// Editor-only data, however, is needed
UEBuildConfiguration.bBuildWithEditorOnlyData = true;
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
}
public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, bool bBuildingRocket, out bool bInternalToolOnly, out bool SeparateNode)
{
bInternalToolOnly = false;
SeparateNode = false;
return true;
}
}