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136 lines
7.4 KiB
XML
136 lines
7.4 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<Import Project="..\Shared\UnrealEngine.csproj.props" />
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<PropertyGroup>
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<IsWindows Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Windows)))' == 'true'">true</IsWindows>
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<IsOSX Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::OSX)))' == 'true'">true</IsOSX>
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<IsLinux Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))' == 'true'">true</IsLinux>
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</PropertyGroup>
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<Choose>
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<When Condition="'$(IsWindows)'=='true'">
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<PropertyGroup>
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<TargetFramework>net8.0-windows10.0.19041</TargetFramework>
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<UseWindowsForms>true</UseWindowsForms>
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</PropertyGroup>
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</When>
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<Otherwise>
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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</PropertyGroup>
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</Otherwise>
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</Choose>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Development</Configuration>
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<OutputType>Exe</OutputType>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
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<Configurations>Debug;Release;Development;Analyze</Configurations>
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<ApplicationManifest>app.manifest</ApplicationManifest>
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<RootNamespace>AutomationTool</RootNamespace>
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<AssemblyName>AutomationTool</AssemblyName>
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<WarningsNotAsErrors>612,618</WarningsNotAsErrors>
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<NoWarn>$(NoWarn);NETSDK1206</NoWarn>
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<OutputPath>..\..\..\Binaries\DotNET\AutomationTool</OutputPath>
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<EnableDefaultItems>false</EnableDefaultItems>
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<AppendRuntimeIdentifierToOutputPath>false</AppendRuntimeIdentifierToOutputPath>
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<SatelliteResourceLanguages>en</SatelliteResourceLanguages> <!-- remove non english resource languages -->
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<DebugType>pdbonly</DebugType>
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<DebugType Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Windows)))' == 'true' And '$([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture)' == 'Arm64'">portable</DebugType>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <!-- required for FileMatcher support code in MSBuild subdir -->
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Development|AnyCPU' ">
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<DefineConstants>$(DefineConstants);TRACE</DefineConstants>
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<Optimize>true</Optimize>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DefineConstants>$(DefineConstants);TRACE</DefineConstants>
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<Optimize>true</Optimize>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DefineConstants>$(DefineConstants);DEBUG;TRACE</DefineConstants>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Analyze|AnyCPU' ">
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<RunAnalyzersDuringBuild>True</RunAnalyzersDuringBuild>
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<TreatWarningsAsErrors>false</TreatWarningsAsErrors>
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<GenerateDocumentationFile>True</GenerateDocumentationFile>
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<DocumentationFile></DocumentationFile>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Ionic.Zip.Reduced">
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<HintPath>..\..\..\Binaries\DotNET\Ionic.Zip.Reduced.dll</HintPath>
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<Private>true</Private>
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</Reference>
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<Reference Include="fastJSON">
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<HintPath>..\..\..\Binaries\ThirdParty\fastJSON\netstandard2.0\fastJSON.dll</HintPath>
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<Private>true</Private>
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</Reference>
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</ItemGroup>
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<Choose>
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<When Condition="'$(IsWindows)'=='true'">
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<PropertyGroup>
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<!-- Reset output type back to a console application as the import of WindowsDesktop sets it to a windows executable -->
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<OutputType>Exe</OutputType>
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</PropertyGroup>
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</When>
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</Choose>
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<!-- This set of dependencies should be kept as small as possible
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This list must match the list of locations searched for changed files in BuildUAT.bat and BuildUAT.sh -->
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<ItemGroup>
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<Compile Include="..\Shared\MetaData.cs">
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<Link>Properties\MetaData.cs</Link>
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</Compile>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<None Include="app.manifest">
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<SubType>Designer</SubType>
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</None>
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<None Include="..\..\..\Intermediate\ProjectFiles\AutomationTool.csproj.References" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="AWSSDK.SecurityToken" Version="3.7.300.105" />
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<PackageReference Include="Microsoft.Build" Version="17.1.0" ExcludeAssets="runtime" PrivateAssets="all" />
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<PackageReference Include="Microsoft.Build.Locator" Version="1.4.1" PrivateAssets="all" />
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<!-- Added as a temporary workaround to running from visual studio where the system version of dotnet is run.
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Adding a loader context resolves many of the issues, but it still fails when MSBuild tries to write the json -->
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<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
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</ItemGroup>
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<!-- This set of dependencies should be kept as small as possible
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This list must match the list of locations searched for changed files in BuildUAT.bat and BuildUAT.sh -->
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<ItemGroup>
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<ProjectReference Include="..\Shared\EpicGames.Core\EpicGames.Core.csproj" PrivateAssets="all" />
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<ProjectReference Include="..\Shared\EpicGames.Build\EpicGames.Build.csproj" PrivateAssets="all" />
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<ProjectReference Include="..\UnrealBuildTool\UnrealBuildTool.csproj" PrivateAssets="all" />
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</ItemGroup>
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<Choose>
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<When Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Windows)))' == 'true' And '$([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture)' != 'Arm64'">
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<PropertyGroup Condition="Exists('..\..\..\Restricted\NotForLicensees\Source\Programs\UnrealBuildTool\Executors\Experimental\BoxExecutor.cs')">
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<DefineConstants>$(DefineConstants);__BOXEXECUTOR_AVAILABLE__</DefineConstants>
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</PropertyGroup>
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<PropertyGroup Condition="Exists('..\..\..\Restricted\NotForLicensees\Source\Programs\Shared\EpicGames.Box\BoxServer.cs')">
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<DefineConstants>$(DefineConstants);__BOX_AVAILABLE__</DefineConstants>
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</PropertyGroup>
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</When>
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</Choose>
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<ItemGroup>
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<None Include="..\..\..\Build\BatchFiles\BuildUAT.bat"><Link>BatchFiles\BuildUAT.bat</Link></None>
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<None Include="..\..\..\Build\BatchFiles\BuildUAT.sh"><Link>BatchFiles\BuildUAT.sh</Link></None>
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<None Include="..\..\..\Build\BatchFiles\RunUAT.bat"><Link>BatchFiles\RunUAT.bat</Link></None>
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<None Include="..\..\..\Build\BatchFiles\RunUAT.sh"><Link>BatchFiles\RunUAT.sh</Link></None>
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<None Include="..\..\..\Build\BatchFiles\RunUAT.command"><Link>BatchFiles\RunUAT.command</Link></None>
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</ItemGroup>
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<!-- Reference file is generated by GenerateProjectFiles scripts (calling UnrealBuildTool). It contains a list of all project files known to UBT based on how it was run. -->
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<Import Project="..\..\..\Intermediate\ProjectFiles\AutomationTool.csproj.References" Condition="Exists('..\..\..\Intermediate\ProjectFiles\AutomationTool.csproj.References') And '$(AutomationToolProjectOnly)' == ''" />
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</Project> |