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- This allows for Confidential platforms to exist outside of the engine, and insert themselves in as needed
- Directory structure is, where .... mirrors the directory structure for Engine and projects
- /Platforms/XXX/....
- Moving to more data driven approach for ShaderPlatforms and PlatformInfo, where they can be read from DataDrivenPlatformInfo.ini files that live in the platform config folders
- Removed platform mentions from UBT, by way of changing some enums to partial classes with static members (see UnrealTargetPlatform)
- Various other UBT/UAT modifications to allow for looking in other locations for files
- THIS IS NOT A COMPLETE AND FINAL SOLUTION. WE WILL CONTINUE WORK IN DEV-BUILD BEFORE ITS READY FOR PRIMETIME
#rb ben.marsh
[CL 6271418 by Josh Adams in Dev-Build branch]
31 lines
952 B
C#
31 lines
952 B
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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[SupportedPlatforms("Win64")]
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public class WebRTCProxyTarget : TargetRules
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{
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public WebRTCProxyTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LaunchModuleName = "WebRTCProxy";
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GlobalDefinitions.Add("WEBRTC_WIN");
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GlobalDefinitions.Add("INCL_EXTRA_HTON_FUNCTIONS");
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ExeBinariesSubFolder = "../../Source/Programs/PixelStreaming/WebRTCProxy/bin";
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// Lean and mean
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bBuildDeveloperTools = false;
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// No editor needed
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bBuildWithEditorOnlyData = false;
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// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = false;
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// Console application, not a Windows app (sets entry point to main(), instead of WinMain())
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bIsBuildingConsoleApplication = true;
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}
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}
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