Files
UnrealEngineUWP/Engine/Source/Programs/UnrealMultiUserServer/UnrealMultiUserServer.Target.cs
valentin ritzi 584b19314c [Concert] Adapting ConcertSyncServer / UnrealMultiUserServer to work with QuicMessaging
Adapting the ConcertSyncServer and the UnrealMultiUserServer configs and code to work with QuicMessaging as an alternative to UdpMessaging.

#rb jason.walter, manuel.lang

[CL 26176714 by valentin ritzi in ue5-main branch]
2023-06-22 04:26:21 -04:00

33 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UnrealMultiUserServerTarget : TargetRules
{
public UnrealMultiUserServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Modular;
LaunchModuleName = "UnrealMultiUserServer";
AdditionalPlugins.Add("UdpMessaging");
AdditionalPlugins.Add("QuicMessaging");
AdditionalPlugins.Add("ConcertSyncServer");
// This app compiles against Core/CoreUObject, but not the Engine or Editor, so compile out Engine and Editor references from Core/CoreUObject
bCompileAgainstCoreUObject = true;
bCompileAgainstEngine = false;
bBuildWithEditorOnlyData = false;
// Enable Developer plugins (like Concert!)
bCompileWithPluginSupport = true;
bBuildDeveloperTools = true;
// The Multi-User server is meant to be a console application (no window), but on MacOS, to get a proper log console, a full application must be built.
bIsBuildingConsoleApplication = Target.Platform != UnrealTargetPlatform.Mac;
GlobalDefinitions.Add("UE_LOG_CONCERT_DEBUG_VERBOSITY_LEVEL=Log");
GlobalDefinitions.Add("UE_TRACE_ENABLED=1");
}
}