Files
UnrealEngineUWP/Engine/Source/Programs/SymbolDebugger/SymbolDebugger.Target.cs
Josh Adams 1e4b186150 - Big update to platforms: PlatformExtensions
- 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]
2019-05-03 08:03:23 -04:00

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;
}
}