You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- 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
891 B
C#
31 lines
891 B
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
|
|
|
using UnrealBuildTool;
|
|
using System.Collections.Generic;
|
|
|
|
[SupportedPlatforms("Win64", "Mac")]
|
|
public class SymbolDebuggerTarget : TargetRules
|
|
{
|
|
public SymbolDebuggerTarget(TargetInfo Target) : base(Target)
|
|
{
|
|
Type = TargetType.Program;
|
|
LinkType = TargetLinkType.Monolithic;
|
|
|
|
LaunchModuleName = "SymbolDebugger";
|
|
ExtraModuleNames.Add("EditorStyle");
|
|
|
|
bBuildDeveloperTools = false;
|
|
|
|
// SymbolDebugger doesn't ever compile with the engine linked in
|
|
bCompileAgainstEngine = false;
|
|
bCompileAgainstCoreUObject = true;
|
|
|
|
// Need to disable the bundled version of dbghelp so that CrashDebugHelper can load dbgeng.dll.
|
|
WindowsPlatform.bUseBundledDbgHelp = false;
|
|
|
|
// SymbolDebugger.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
|
|
// the linker.
|
|
bHasExports = false;
|
|
}
|
|
}
|