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- Addressed remaining NDA platform code that was present in public facing folders - Compile LowLevelTests target by default on presubmits and incremental builds for Main and 5.0 - Add dummy test on LowLevelTetsts and run it on consoles daily - this test is called "Self" and it's a sanity check run for Catch2 - Fixed Switch indefinite hang - Self test run successfully on this console - Added IRunningStateOptions to control app run state: startup and check running state options - AudioUnitTests run successfully on XboxOneGDK and XSX - XSX Self and AudioUnitTests run successfully but XSX reports VideoEscape errors - JIRA UE-131334 #jira UEENGQA-52681, UE-127449 #rb Jerome.Delattre #ROBOMERGE-AUTHOR: chris.constantinescu #ROBOMERGE-SOURCE: CL 17830364 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770) #ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0 [CL 17830380 by chris constantinescu in ue5-release-engine-test branch]
78 lines
2.3 KiB
C#
78 lines
2.3 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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using UnrealBuildTool;
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[SupportedPlatforms(UnrealPlatformClass.All)]
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public class LowLevelTestsTarget : TargetRules
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{
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public LowLevelTestsTarget(TargetInfo Target) : base(Target)
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{
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ExeBinariesSubFolder = LaunchModuleName = "LowLevelTests";
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SolutionDirectory = "Programs/LowLevelTests";
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Type = TargetType.Program;
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LinkType = TargetLinkType.Monolithic;
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bDeployAfterCompile = false;
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bIsBuildingConsoleApplication = true;
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// Disabling default true flags that aren't necessary for tests
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// Lean and Mean mode
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bBuildDeveloperTools = false;
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// No localization
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bCompileICU = false;
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// No need for shaders by default
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bForceBuildShaderFormats = false;
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// Do not link against the engine, no Chromium Embedded Framework etc.
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bCompileAgainstEngine = false;
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bCompileCEF3 = false;
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bCompileAgainstCoreUObject = false;
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bCompileAgainstApplicationCore = false;
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bUseLoggingInShipping = true;
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bool bDebugOrDevelopment = Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.Development;
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bBuildWithEditorOnlyData = Target.Platform.IsInGroup(UnrealPlatformGroup.Desktop) && bDebugOrDevelopment;
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// Disable malloc profiling in tests
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bUseMallocProfiler = false;
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// Useful for debugging test failures
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if (Target.Configuration == UnrealTargetConfiguration.Debug)
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{
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bDebugBuildsActuallyUseDebugCRT = true;
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}
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GlobalDefinitions.Add("STATS=0");
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// Platform specific setup
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if (Target.Platform == UnrealTargetPlatform.Android)
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{
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UndecoratedConfiguration = Target.Configuration;
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string VersionScriptFile = Path.Combine(Directory.GetCurrentDirectory(), @"Developer\LowLevelTestsRunner\Private\Platform\Android\HideSymbols.ldscript");
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AdditionalLinkerArguments = " -Wl,--version-script=" + VersionScriptFile;
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GlobalDefinitions.Add("USE_ANDROID_INPUT=0");
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GlobalDefinitions.Add("USE_ANDROID_OPENGL=0");
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GlobalDefinitions.Add("USE_ANDROID_LAUNCH=0");
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GlobalDefinitions.Add("USE_ANDROID_JNI=0");
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}
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else if (Target.Platform == UnrealTargetPlatform.IOS)
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{
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GlobalDefinitions.Add("HAS_METAL=0");
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}
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}
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protected void SetupModule()
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{
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LaunchModuleName = this.GetType().Name.Replace("Target", string.Empty);
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ExeBinariesSubFolder = LaunchModuleName;
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}
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}
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