Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/TargetRules.cs
Jack Porter 079be7f538 Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
#jira 0

[CL 4293080 by Jack Porter in Dev-Mobile branch]
2018-08-16 13:53:43 -04:00

2163 lines
62 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
/// <summary>
/// The type of target
/// </summary>
[Serializable]
public enum TargetType
{
/// <summary>
/// Cooked monolithic game executable (GameName.exe). Also used for a game-agnostic engine executable (UE4Game.exe or RocketGame.exe)
/// </summary>
Game,
/// <summary>
/// Uncooked modular editor executable and DLLs (UE4Editor.exe, UE4Editor*.dll, GameName*.dll)
/// </summary>
Editor,
/// <summary>
/// Cooked monolithic game client executable (GameNameClient.exe, but no server code)
/// </summary>
Client,
/// <summary>
/// Cooked monolithic game server executable (GameNameServer.exe, but no client code)
/// </summary>
Server,
/// <summary>
/// Program (standalone program, e.g. ShaderCompileWorker.exe, can be modular or monolithic depending on the program)
/// </summary>
Program,
}
/// <summary>
/// Specifies how to link all the modules in this target
/// </summary>
[Serializable]
public enum TargetLinkType
{
/// <summary>
/// Use the default link type based on the current target type
/// </summary>
Default,
/// <summary>
/// Link all modules into a single binary
/// </summary>
Monolithic,
/// <summary>
/// Link modules into individual dynamic libraries
/// </summary>
Modular,
}
/// <summary>
/// Specifies whether to share engine binaries and intermediates with other projects, or to create project-specific versions. By default,
/// editor builds always use the shared build environment (and engine binaries are written to Engine/Binaries/Platform), but monolithic builds
/// and programs do not (except in installed builds). Using the shared build environment prevents target-specific modifications to the build
/// environment.
/// </summary>
[Serializable]
public enum TargetBuildEnvironment
{
/// <summary>
/// Use the default build environment for this target type (and whether the engine is installed)
/// </summary>
Default,
/// <summary>
/// Engine binaries and intermediates are output to the engine folder. Target-specific modifications to the engine build environment will be ignored.
/// </summary>
Shared,
/// <summary>
/// Engine binaries and intermediates are specific to this target
/// </summary>
Unique,
}
/// <summary>
/// Attribute used to mark fields which much match between targets in the shared build environment
/// </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
class RequiresUniqueBuildEnvironmentAttribute : Attribute
{
}
/// <summary>
/// TargetRules is a data structure that contains the rules for defining a target (application/executable)
/// </summary>
public abstract class TargetRules
{
/// <summary>
/// Static class wrapping constants aliasing the global TargetType enum.
/// </summary>
public static class TargetType
{
/// <summary>
/// Alias for TargetType.Game
/// </summary>
public const global::UnrealBuildTool.TargetType Game = global::UnrealBuildTool.TargetType.Game;
/// <summary>
/// Alias for TargetType.Editor
/// </summary>
public const global::UnrealBuildTool.TargetType Editor = global::UnrealBuildTool.TargetType.Editor;
/// <summary>
/// Alias for TargetType.Client
/// </summary>
public const global::UnrealBuildTool.TargetType Client = global::UnrealBuildTool.TargetType.Client;
/// <summary>
/// Alias for TargetType.Server
/// </summary>
public const global::UnrealBuildTool.TargetType Server = global::UnrealBuildTool.TargetType.Server;
/// <summary>
/// Alias for TargetType.Program
/// </summary>
public const global::UnrealBuildTool.TargetType Program = global::UnrealBuildTool.TargetType.Program;
}
/// <summary>
/// The name of this target.
/// </summary>
public readonly string Name;
/// <summary>
/// Platform that this target is being built for.
/// </summary>
public readonly UnrealTargetPlatform Platform;
/// <summary>
/// The configuration being built.
/// </summary>
public readonly UnrealTargetConfiguration Configuration;
/// <summary>
/// Architecture that the target is being built for (or an empty string for the default).
/// </summary>
public readonly string Architecture;
/// <summary>
/// Path to the project file for the project containing this target.
/// </summary>
public readonly FileReference ProjectFile;
/// <summary>
/// The current build version
/// </summary>
public readonly ReadOnlyBuildVersion Version;
/// <summary>
/// The type of target.
/// </summary>
public global::UnrealBuildTool.TargetType Type = global::UnrealBuildTool.TargetType.Game;
/// <summary>
/// Whether the target uses Steam.
/// </summary>
public bool bUsesSteam;
/// <summary>
/// Whether the target uses CEF3.
/// </summary>
public bool bUsesCEF3;
/// <summary>
/// Whether the project uses visual Slate UI (as opposed to the low level windowing/messaging, which is always available).
/// </summary>
public bool bUsesSlate = true;
/// <summary>
/// Forces linking against the static CRT. This is not fully supported across the engine due to the need for allocator implementations to be shared (for example), and TPS
/// libraries to be consistent with each other, but can be used for utility programs.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseStaticCRT = false;
/// <summary>
/// Enables the debug C++ runtime (CRT) for debug builds. By default we always use the release runtime, since the debug
/// version isn't particularly useful when debugging Unreal Engine projects, and linking against the debug CRT libraries forces
/// our third party library dependencies to also be compiled using the debug CRT (and often perform more slowly). Often
/// it can be inconvenient to require a separate copy of the debug versions of third party static libraries simply
/// so that you can debug your program's code.
/// </summary>
[RequiresUniqueBuildEnvironment]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bDebugBuildsActuallyUseDebugCRT = false;
/// <summary>
/// Whether the output from this target can be publicly distributed, even if it has dependencies on modules that are in folders
/// with special restrictions (eg. CarefullyRedist, NotForLicensees, NoRedist).
/// </summary>
public bool bOutputPubliclyDistributable = false;
/// <summary>
/// Specifies the configuration whose binaries do not require a "-Platform-Configuration" suffix.
/// </summary>
[RequiresUniqueBuildEnvironment]
public UnrealTargetConfiguration UndecoratedConfiguration = UnrealTargetConfiguration.Development;
/// <summary>
/// Build all the plugins that we can find, even if they're not enabled. This is particularly useful for content-only projects,
/// where you're building the UE4Editor target but running it with a game that enables a plugin.
/// </summary>
[Obsolete("bBuildAllPlugins has been deprecated. Use bPrecompile to build all modules which are not part of the target.")]
public bool bBuildAllPlugins = false;
/// <summary>
/// Build all the modules that are valid for this target type. Used for CIS and making installed engine builds.
/// </summary>
[CommandLine("-AllModules")]
public bool bBuildAllModules = false;
/// <summary>
/// A list of additional plugins which need to be included in this target. This allows referencing non-optional plugin modules
/// which cannot be disabled, and allows building against specific modules in program targets which do not fit the categories
/// in ModuleHostType.
/// </summary>
public List<string> AdditionalPlugins = new List<string>();
/// <summary>
/// Additional plugins that should be included for this target.
/// </summary>
[CommandLine("-EnablePlugin=", ListSeparator = '+')]
public List<string> EnablePlugins = new List<string>();
/// <summary>
/// List of plugins to be disabled for this target. Note that the project file may still reference them, so they should be marked
/// as optional to avoid failing to find them at runtime.
/// </summary>
[CommandLine("-DisablePlugin=", ListSeparator = '+')]
public List<string> DisablePlugins = new List<string>();
/// <summary>
/// Accessor for
/// </summary>
[Obsolete("The ExcludePlugins setting has been renamed to DisablePlugins. Please update your code to avoid build failures in future versions of the engine.")]
public List<string> ExcludePlugins
{
get { return DisablePlugins; }
}
/// <summary>
/// Path to the set of pak signing keys to embed in the executable.
/// </summary>
public string PakSigningKeysFile = "";
/// <summary>
/// Allows a Program Target to specify it's own solution folder path.
/// </summary>
public string SolutionDirectory = String.Empty;
/// <summary>
/// Whether the target should be included in the default solution build configuration
/// </summary>
public bool? bBuildInSolutionByDefault = null;
/// <summary>
/// Whether this target should be compiled as a DLL. Requires LinkType to be set to TargetLinkType.Monolithic.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bShouldCompileAsDLL = false;
/// <summary>
/// Subfolder to place executables in, relative to the default location.
/// </summary>
[RequiresUniqueBuildEnvironment]
public string ExeBinariesSubFolder = String.Empty;
/// <summary>
/// Allow target module to override UHT code generation version.
/// </summary>
public EGeneratedCodeVersion GeneratedCodeVersion = EGeneratedCodeVersion.None;
/// <summary>
/// Whether to compile the Apeiron physics plugin.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileApeiron = false;
/// <summary>
/// Whether to use the Apeiron physics interface. This overrides the physx flags to disable APEX and NvCloth
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseApeiron = false;
/// <summary>
/// Whether to include the immediate mode physics interface. This overrides the physx flags to disable APEX and NvCloth
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileImmediatePhysics = false;
/// <summary>
/// Whether to include PhysX support.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompilePhysX = true;
/// <summary>
/// Whether to include PhysX APEX support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileApex")]
public bool bCompileAPEX = true;
/// <summary>
/// Whether to include NvCloth.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileNvCloth = true;
/// <summary>
/// Whether to include ICU unicode/i18n support in Core.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileICU")]
public bool bCompileICU = true;
/// <summary>
/// Whether to compile CEF3 support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileCEF3")]
public bool bCompileCEF3 = true;
/// <summary>
/// Whether to compile the editor or not. Only desktop platforms (Windows or Mac) will use this, other platforms force this to false.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-NoEditor", Value = "false")]
public bool bBuildEditor = true;
/// <summary>
/// Whether to compile code related to building assets. Consoles generally cannot build assets. Desktop platforms generally can.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bBuildRequiresCookedData = false;
/// <summary>
/// Whether to compile WITH_EDITORONLY_DATA disabled. Only Windows will use this, other platforms force this to false.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-NoEditorOnlyData", Value = "false")]
public bool bBuildWithEditorOnlyData = true;
/// <summary>
/// Whether to compile the developer tools.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bBuildDeveloperTools = true;
/// <summary>
/// Whether to force compiling the target platform modules, even if they wouldn't normally be built.
/// </summary>
public bool bForceBuildTargetPlatforms = false;
/// <summary>
/// Whether to force compiling shader format modules, even if they wouldn't normally be built.
/// </summary>
public bool bForceBuildShaderFormats = false;
/// <summary>
/// Whether we should compile in support for Simplygon or not.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-WithSimplygon")]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileSimplygon")]
public bool bCompileSimplygon = true;
/// <summary>
/// Whether we should compile in support for Simplygon's SSF library or not.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileSimplygonSSF")]
public bool bCompileSimplygonSSF = true;
/// <summary>
/// Whether to compile lean and mean version of UE.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileLeanAndMeanUE")]
public bool bCompileLeanAndMeanUE = false;
/// <summary>
/// Whether to utilize cache freed OS allocs with MallocBinned
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bUseCacheFreedOSAllocs")]
public bool bUseCacheFreedOSAllocs = true;
/// <summary>
/// Enabled for all builds that include the engine project. Disabled only when building standalone apps that only link with Core.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileAgainstEngine = true;
/// <summary>
/// Enabled for all builds that include the CoreUObject project. Disabled only when building standalone apps that only link with Core.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileAgainstCoreUObject = true;
/// <summary>
/// Enabled for builds that need to initialize the ApplicationCore module. Command line utilities do not normally need this.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileAgainstApplicationCore = true;
/// <summary>
/// If true, include ADO database support in core.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bIncludeADO")]
public bool bIncludeADO;
/// <summary>
/// Whether to compile Recast navmesh generation.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileRecast")]
public bool bCompileRecast = true;
/// <summary>
/// Whether to compile SpeedTree support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileSpeedTree")]
public bool bCompileSpeedTree = true;
/// <summary>
/// Enable exceptions for all modules.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bForceEnableExceptions = false;
/// <summary>
/// Enable inlining for all modules.
/// </summary>
[RequiresUniqueBuildEnvironment]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseInlining = true;
/// <summary>
/// Enable exceptions for all modules.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bForceEnableObjCExceptions = false;
/// <summary>
/// Enable RTTI for all modules.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bForceEnableRTTI = false;
/// <summary>
/// Compile server-only code.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bWithServerCode = true;
/// <summary>
/// Whether to include stats support even without the engine.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bCompileWithStatsWithoutEngine = false;
/// <summary>
/// Whether to include plugin support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileWithPluginSupport")]
public bool bCompileWithPluginSupport = false;
/// <summary>
/// Whether to allow plugins which support all target platforms.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bIncludePluginsForTargetPlatforms = false;
/// <summary>
/// Whether to include PerfCounters support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bWithPerfCounters")]
public bool bWithPerfCounters = false;
/// <summary>
/// Whether to turn on logging for test/shipping builds.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseLoggingInShipping = false;
/// <summary>
/// Whether to turn on logging to memory for test/shipping builds.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bLoggingToMemoryEnabled;
/// <summary>
/// Whether to check that the process was launched through an external launcher.
/// </summary>
public bool bUseLauncherChecks = false;
/// <summary>
/// Whether to turn on checks (asserts) for test/shipping builds.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bUseChecksInShipping = false;
/// <summary>
/// True if we need FreeType support.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileFreeType")]
public bool bCompileFreeType = true;
/// <summary>
/// True if we want to favor optimizing size over speed.
/// </summary>
[RequiresUniqueBuildEnvironment]
[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileForSize")]
public bool bCompileForSize = false;
/// <summary>
/// Whether to compile development automation tests.
/// </summary>
public bool bForceCompileDevelopmentAutomationTests = false;
/// <summary>
/// Whether to compile performance automation tests.
/// </summary>
public bool bForceCompilePerformanceAutomationTests = false;
/// <summary>
/// If true, event driven loader will be used in cooked builds. @todoio This needs to be replaced by a runtime solution after async loading refactor.
/// </summary>
[RequiresUniqueBuildEnvironment]
public bool bEventDrivenLoader;
/// <summary>
/// Whether the XGE controller worker and modules should be included in the engine build.
/// These are required for distributed shader compilation using the XGE interception interface.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseXGEController = true;
/// <summary>
/// Whether to use backwards compatible defaults for this module. By default, engine modules always use the latest default settings, while project modules do not (to support
/// an easier migration path).
/// </summary>
public bool bUseBackwardsCompatibleDefaults = true;
/// <summary>
/// Enables "include what you use" by default for modules in this target. Changes the default PCH mode for any module in this project to PCHUsageModule.UseExplicitOrSharedPCHs.
/// </summary>
[CommandLine("-IWYU")]
public bool bIWYU = false;
/// <summary>
/// Enforce "include what you use" rules; warns if monolithic headers (Engine.h, UnrealEd.h, etc...) are used, and checks that source files include their matching header first.
/// </summary>
public bool bEnforceIWYU = true;
/// <summary>
/// Whether the final executable should export symbols.
/// </summary>
public bool bHasExports = false;
/// <summary>
/// Make static libraries for all engine modules as intermediates for this target.
/// </summary>
[CommandLine("-Precompile")]
public bool bPrecompile = false;
/// <summary>
/// Whether we should compile with support for OS X 10.9 Mavericks. Used for some tools that we need to be compatible with this version of OS X.
/// </summary>
public bool bEnableOSX109Support = false;
/// <summary>
/// True if this is a console application that's being built.
/// </summary>
public bool bIsBuildingConsoleApplication = false;
/// <summary>
/// True if debug symbols that are cached for some platforms should not be created.
/// </summary>
public bool bDisableSymbolCache = true;
/// <summary>
/// Whether to unify C++ code into larger files for faster compilation.
/// </summary>
[CommandLine("-DisableUnity", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseUnityBuild = true;
/// <summary>
/// Whether to force C++ source files to be combined into larger files for faster compilation.
/// </summary>
[CommandLine("-ForceUnity")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bForceUnityBuild = false;
/// <summary>
/// Use a heuristic to determine which files are currently being iterated on and exclude them from unity blobs, result in faster
/// incremental compile times. The current implementation uses the read-only flag to distinguish the working set, assuming that files will
/// be made writable by the source control system if they are being modified. This is true for Perforce, but not for Git.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseAdaptiveUnityBuild = true;
/// <summary>
/// Disable optimization for files that are in the adaptive non-unity working set.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAdaptiveUnityDisablesOptimizations = false;
/// <summary>
/// Disables force-included PCHs for files that are in the adaptive non-unity working set.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAdaptiveUnityDisablesPCH = true;
/// <summary>
/// Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAdaptiveUnityCreatesDedicatedPCH = false;
/// <summary>
/// Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAdaptiveUnityEnablesEditAndContinue = false;
/// <summary>
/// The number of source files in a game module before unity build will be activated for that module. This
/// allows small game modules to have faster iterative compile times for single files, at the expense of slower full
/// rebuild times. This setting can be overridden by the bFasterWithoutUnity option in a module's Build.cs file.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public int MinGameModuleSourceFilesForUnityBuild = 32;
/// <summary>
/// Forces shadow variable warnings to be treated as errors on platforms that support it.
/// </summary>
[CommandLine("-ShadowVariableErrors")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bShadowVariableErrors = false;
/// <summary>
/// Forces the use of undefined identifiers in conditional expressions to be treated as errors.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUndefinedIdentifierErrors = true;
/// <summary>
/// New Monolithic Graphics drivers have optional "fast calls" replacing various D3d functions
/// </summary>
[CommandLine("-FastMonoCalls", Value = "true")]
[CommandLine("-NoFastMonoCalls", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseFastMonoCalls = true;
/// <summary>
/// New Xbox driver supports a "fast semantics" context type. This switches it on for the immediate and deferred contexts
/// Try disabling this if you see rendering issues and/or crashes inthe Xbox RHI.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseFastSemanticsRenderContexts = true;
/// <summary>
/// An approximate number of bytes of C++ code to target for inclusion in a single unified C++ file.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public int NumIncludedBytesPerUnityCPP = 384 * 1024;
/// <summary>
/// Whether to stress test the C++ unity build robustness by including all C++ files files in a project from a single unified file.
/// </summary>
[CommandLine("-StressTestUnity")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bStressTestUnity = false;
/// <summary>
/// Whether to force debug info to be generated.
/// </summary>
[CommandLine("-ForceDebugInfo")]
public bool bForceDebugInfo = false;
/// <summary>
/// Whether to globally disable debug info generation; see DebugInfoHeuristics.cs for per-config and per-platform options.
/// </summary>
[CommandLine("-NoDebugInfo")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bDisableDebugInfo = false;
/// <summary>
/// Whether to disable debug info generation for generated files. This improves link times for modules that have a lot of generated glue code.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bDisableDebugInfoForGeneratedCode = true;
/// <summary>
/// Whether to disable debug info on PC in development builds (for faster developer iteration, as link times are extremely fast with debug info disabled).
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bOmitPCDebugInfoInDevelopment = false;
/// <summary>
/// Whether PDB files should be used for Visual C++ builds.
/// </summary>
[CommandLine("-NoPDB", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUsePDBFiles = false;
/// <summary>
/// Whether PCH files should be used.
/// </summary>
[CommandLine("-NoPCH", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUsePCHFiles = true;
/// <summary>
/// The minimum number of files that must use a pre-compiled header before it will be created and used.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public int MinFilesUsingPrecompiledHeader = 6;
/// <summary>
/// When enabled, a precompiled header is always generated for game modules, even if there are only a few source files
/// in the module. This greatly improves compile times for iterative changes on a few files in the project, at the expense of slower
/// full rebuild times for small game projects. This can be overridden by setting MinFilesUsingPrecompiledHeaderOverride in
/// a module's Build.cs file.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bForcePrecompiledHeaderForGameModules = true;
/// <summary>
/// Whether to use incremental linking or not. Incremental linking can yield faster iteration times when making small changes.
/// Currently disabled by default because it tends to behave a bit buggy on some computers (PDB-related compile errors).
/// </summary>
[CommandLine("-IncrementalLinking")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseIncrementalLinking = false;
/// <summary>
/// Whether to allow the use of link time code generation (LTCG).
/// </summary>
[CommandLine("-LTCG")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAllowLTCG = false;
/// <summary>
/// Whether to enable Profile Guided Optimization (PGO) instrumentation in this build.
/// </summary>
[CommandLine("-PGOProfile", Value = "true")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bPGOProfile = false;
/// <summary>
/// Whether to optimize this build with Profile Guided Optimization (PGO).
/// </summary>
[CommandLine("-PGOOptimize", Value = "true")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bPGOOptimize = false;
/// <summary>
/// Whether to allow the use of ASLR (address space layout randomization) if supported. Only
/// applies to shipping builds.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAllowASLRInShipping = true;
/// <summary>
/// Whether to support edit and continue. Only works on Microsoft compilers.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bSupportEditAndContinue = false;
/// <summary>
/// Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bOmitFramePointers = true;
/// <summary>
/// Whether to strip iOS symbols or not (implied by bGeneratedSYMFile).
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bStripSymbolsOnIOS = false;
/// <summary>
/// If true, then enable memory profiling in the build (defines USE_MALLOC_PROFILER=1 and forces bOmitFramePointers=false).
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseMallocProfiler = false;
/// <summary>
/// Enables "Shared PCHs", a feature which significantly speeds up compile times by attempting to
/// share certain PCH files between modules that UBT detects is including those PCH's header files.
/// </summary>
[CommandLine("-NoSharedPCH", Value = "false")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseSharedPCHs = true;
/// <summary>
/// True if Development and Release builds should use the release configuration of PhysX/APEX.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseShippingPhysXLibraries = false;
/// <summary>
/// True if Development and Release builds should use the checked configuration of PhysX/APEX. if bUseShippingPhysXLibraries is true this is ignored.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUseCheckedPhysXLibraries = false;
/// <summary>
/// Tells the UBT to check if module currently being built is violating EULA.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bCheckLicenseViolations = true;
/// <summary>
/// Tells the UBT to break build if module currently being built is violating EULA.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bBreakBuildOnLicenseViolation = true;
/// <summary>
/// Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs on Windows. Fast, but currently seems to have problems finding symbols in the debugger.
/// </summary>
[CommandLine("-FastPDB")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool? bUseFastPDBLinking;
/// <summary>
/// Outputs a map file as part of the build.
/// </summary>
[CommandLine("-MapFile")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bCreateMapFile = false;
/// <summary>
/// Bundle version for Mac apps.
/// </summary>
[CommandLine("-BundleVersion")]
public string BundleVersion = null;
/// <summary>
/// Whether to deploy the executable after compilation on platforms that require deployment.
/// </summary>
[CommandLine("-Deploy")]
[CommandLine("-SkipDeploy", Value = "false")]
public bool bDeployAfterCompile = false;
/// <summary>
/// If true, then a stub IPA will be generated when compiling is done (minimal files needed for a valid IPA).
/// </summary>
[CommandLine("-CreateStub", Value = "true")]
[CommandLine("-NoCreateStub", Value = "false")]
public bool bCreateStubIPA = true;
/// <summary>
/// If true, then a stub IPA will be generated when compiling is done (minimal files needed for a valid IPA).
/// </summary>
[CommandLine("-CopyAppBundleBackToDevice")]
public bool bCopyAppBundleBackToDevice = false;
/// <summary>
/// When enabled, allows XGE to compile pre-compiled header files on remote machines. Otherwise, PCHs are always generated locally.
/// </summary>
public bool bAllowRemotelyCompiledPCHs = false;
/// <summary>
/// Whether headers in system paths should be checked for modification when determining outdated actions.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bCheckSystemHeadersForModification;
/// <summary>
/// Whether to disable linking for this target.
/// </summary>
[CommandLine("-NoLink")]
public bool bDisableLinking = false;
/// <summary>
/// Indicates that this is a formal build, intended for distribution. This flag is automatically set to true when Build.version has a changelist set.
/// The only behavior currently bound to this flag is to compile the default resource file separately for each binary so that the OriginalFilename field is set correctly.
/// By default, we only compile the resource once to reduce build times.
/// </summary>
[CommandLine("-Formal")]
public bool bFormalBuild = false;
/// <summary>
/// Whether to clean Builds directory on a remote Mac before building.
/// </summary>
[CommandLine("-FlushMac")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bFlushBuildDirOnRemoteMac = false;
/// <summary>
/// Whether to write detailed timing info from the compiler and linker.
/// </summary>
[CommandLine("-Timing")]
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bPrintToolChainTimingInfo = false;
/// <summary>
/// Whether to hide symbols by default on POSIX platforms
/// </summary>
[CommandLine("-HideSymbolsByDefault")]
public bool bHideSymbolsByDefault;
/// <summary>
/// Allows overriding the toolchain to be created for this target. This must match the name of a class declared in the UnrealBuildTool assembly.
/// </summary>
[CommandLine("-ToolChain")]
public string ToolChainName = null;
/// <summary>
/// Whether to load generated ini files in cooked build
/// </summary>
public bool bAllowGeneratedIniWhenCooked = true;
/// <summary>
/// Add all the public folders as include paths for the compile environment.
/// </summary>
public bool bLegacyPublicIncludePaths = true;
/// <summary>
/// The build version string
/// </summary>
[CommandLine("-BuildVersion")]
public string BuildVersion;
/// <summary>
/// Specifies how to link modules in this target (monolithic or modular). This is currently protected for backwards compatibility. Call the GetLinkType() accessor
/// until support for the deprecated ShouldCompileMonolithic() override has been removed.
/// </summary>
public TargetLinkType LinkType
{
get
{
return (LinkTypePrivate != TargetLinkType.Default) ? LinkTypePrivate : ((Type == global::UnrealBuildTool.TargetType.Editor) ? TargetLinkType.Modular : TargetLinkType.Monolithic);
}
set
{
LinkTypePrivate = value;
}
}
/// <summary>
/// Backing storage for the LinkType property.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-Monolithic", Value ="Monolithic")]
[CommandLine("-Modular", Value ="Modular")]
TargetLinkType LinkTypePrivate = TargetLinkType.Default;
/// <summary>
/// Macros to define globally across the whole target.
/// </summary>
[RequiresUniqueBuildEnvironment]
[CommandLine("-Define:")]
public List<string> GlobalDefinitions = new List<string>();
/// <summary>
/// Macros to define across all macros in the project.
/// </summary>
public List<string> ProjectDefinitions = new List<string>();
/// <summary>
/// Specifies the name of the launch module. For modular builds, this is the module that is compiled into the target's executable.
/// </summary>
public string LaunchModuleName
{
get
{
return (LaunchModuleNamePrivate == null && Type != global::UnrealBuildTool.TargetType.Program)? "Launch" : LaunchModuleNamePrivate;
}
set
{
LaunchModuleNamePrivate = value;
}
}
/// <summary>
/// Backing storage for the LaunchModuleName property.
/// </summary>
private string LaunchModuleNamePrivate;
/// <summary>
/// List of additional modules to be compiled into the target.
/// </summary>
public List<string> ExtraModuleNames = new List<string>();
/// <summary>
/// Path to a manifest to output for this target
/// </summary>
[CommandLine("-Manifest")]
public List<FileReference> ManifestFileNames = new List<FileReference>();
/// <summary>
/// Path to a list of dependencies for this target, when precompiling
/// </summary>
[CommandLine("-DependencyList")]
public List<FileReference> DependencyListFileNames = new List<FileReference>();
/// <summary>
/// Specifies the build environment for this target. See TargetBuildEnvironment for more information on the available options.
/// </summary>
[CommandLine("-SharedBuildEnvironment", Value = "Shared")]
[CommandLine("-UniqueBuildEnvironment", Value = "Unique")]
public TargetBuildEnvironment BuildEnvironment = TargetBuildEnvironment.Default;
/// <summary>
/// Specifies a list of steps which should be executed before this target is built, in the context of the host platform's shell.
/// The following variables will be expanded before execution:
/// $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
/// </summary>
public List<string> PreBuildSteps = new List<string>();
/// <summary>
/// Specifies a list of steps which should be executed after this target is built, in the context of the host platform's shell.
/// The following variables will be expanded before execution:
/// $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
/// </summary>
public List<string> PostBuildSteps = new List<string>();
/// <summary>
/// Additional arguments to pass to the compiler
/// </summary>
[RequiresUniqueBuildEnvironment]
public string AdditionalCompilerArguments;
/// <summary>
/// Additional arguments to pass to the linker
/// </summary>
[RequiresUniqueBuildEnvironment]
public string AdditionalLinkerArguments;
/// <summary>
/// Android-specific target settings.
/// </summary>
public AndroidTargetRules AndroidPlatform = new AndroidTargetRules();
/// <summary>
/// IOS-specific target settings.
/// </summary>
public IOSTargetRules IOSPlatform = new IOSTargetRules();
/// <summary>
/// Lumin-specific target settings.
/// </summary>
public LuminTargetRules LuminPlatform = new LuminTargetRules();
/// <summary>
/// Mac-specific target settings.
/// </summary>
public MacTargetRules MacPlatform = new MacTargetRules();
/// <summary>
/// PS4-specific target settings.
/// </summary>
public PS4TargetRules PS4Platform = new PS4TargetRules();
/// <summary>
/// Switch-specific target settings.
/// </summary>
public SwitchTargetRules SwitchPlatform = new SwitchTargetRules();
/// <summary>
/// Windows-specific target settings.
/// </summary>
public WindowsTargetRules WindowsPlatform = new WindowsTargetRules();
/// <summary>
/// Xbox One-specific target settings.
/// </summary>
public XboxOneTargetRules XboxOnePlatform = new XboxOneTargetRules();
/// <summary>
/// Constructor.
/// </summary>
/// <param name="Target">Information about the target being built</param>
public TargetRules(TargetInfo Target)
{
this.Name = Target.Name;
this.Platform = Target.Platform;
this.Configuration = Target.Configuration;
this.Architecture = Target.Architecture;
this.ProjectFile = Target.ProjectFile;
this.Version = Target.Version;
// Read settings from config files
foreach(object ConfigurableObject in GetConfigurableObjects())
{
ConfigCache.ReadSettings(DirectoryReference.FromFile(ProjectFile), Platform, ConfigurableObject);
}
// Read settings from the XML config files
XmlConfig.ApplyTo(this);
// Allow the build platform to set defaults for this target
if(Platform != UnrealTargetPlatform.Unknown)
{
UEBuildPlatform.GetBuildPlatform(Platform).ResetTarget(this);
}
// Check that the appropriate headers exist to enable Simplygon
if(bCompileSimplygon)
{
FileReference HeaderFile = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Source", "ThirdParty", "NotForLicensees", "Simplygon", "Simplygon-latest", "Inc", "SimplygonSDK.h");
if(!FileReference.Exists(HeaderFile))
{
bCompileSimplygon = false;
}
}
if(bCompileSimplygonSSF)
{
FileReference HeaderFile = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Source", "ThirdParty", "NotForLicensees", "SSF", "Public", "ssf.h");
if(!FileReference.Exists(HeaderFile))
{
bCompileSimplygonSSF = false;
}
}
// If we've got a changelist set, set that we're making a formal build
bFormalBuild = (Version.Changelist != 0 && Version.IsPromotedBuild);
// @todo remove this hacky build system stuff
if (bCreateStubIPA && (String.IsNullOrEmpty(Environment.GetEnvironmentVariable("uebp_LOCAL_ROOT")) && BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac))
{
bCreateStubIPA = false;
}
// Set the default build version
if(String.IsNullOrEmpty(BuildVersion))
{
if(String.IsNullOrEmpty(Target.Version.BuildVersionString))
{
BuildVersion = String.Format("{0}-CL-{1}", Target.Version.BranchName, Target.Version.Changelist);
}
else
{
BuildVersion = Target.Version.BuildVersionString;
}
}
// Setup macros for signing and encryption keys
EncryptionAndSigning.CryptoSettings CryptoSettings = EncryptionAndSigning.ParseCryptoSettings(DirectoryReference.FromFile(ProjectFile), Platform);
if (CryptoSettings.IsAnyEncryptionEnabled())
{
ProjectDefinitions.Add(String.Format("IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()=UE_REGISTER_ENCRYPTION_KEY({0})", FormatHexBytes(CryptoSettings.EncryptionKey.Key)));
}
else
{
ProjectDefinitions.Add("IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()=");
}
if (CryptoSettings.bEnablePakSigning)
{
ProjectDefinitions.Add(String.Format("IMPLEMENT_SIGNING_KEY_REGISTRATION()=UE_REGISTER_SIGNING_KEY(UE_LIST_ARGUMENT({0}), UE_LIST_ARGUMENT({1}))", FormatHexBytes(CryptoSettings.SigningKey.PublicKey.Exponent), FormatHexBytes(CryptoSettings.SigningKey.PublicKey.Modulus)));
}
else
{
ProjectDefinitions.Add("IMPLEMENT_SIGNING_KEY_REGISTRATION()=");
}
}
/// <summary>
/// Formats an array of bytes as a sequence of values
/// </summary>
/// <param name="Data">The data to convert into a string</param>
/// <returns>List of hexadecimal bytes</returns>
private static string FormatHexBytes(byte[] Data)
{
return String.Join(",", Data.Select(x => String.Format("0x{0:X2}", x)));
}
/// <summary>
/// Override any settings required for the selected target type
/// </summary>
internal void SetOverridesForTargetType()
{
if(Type == global::UnrealBuildTool.TargetType.Game)
{
bCompileLeanAndMeanUE = true;
// Do not include the editor
bBuildEditor = false;
bBuildWithEditorOnlyData = false;
// Require cooked data
bBuildRequiresCookedData = true;
// Compile the engine
bCompileAgainstEngine = true;
// only have exports in modular builds
bHasExports = (LinkType == TargetLinkType.Modular);
// Tag it as a 'Game' build
GlobalDefinitions.Add("UE_GAME=1");
}
else if(Type == global::UnrealBuildTool.TargetType.Client)
{
bCompileLeanAndMeanUE = true;
// Do not include the editor
bBuildEditor = false;
bBuildWithEditorOnlyData = false;
// Require cooked data
bBuildRequiresCookedData = true;
// Compile the engine
bCompileAgainstEngine = true;
// Disable server code
bWithServerCode = false;
// only have exports in modular builds
bHasExports = (LinkType == TargetLinkType.Modular);
// Tag it as a 'Game' build
GlobalDefinitions.Add("UE_GAME=1");
}
else if(Type == global::UnrealBuildTool.TargetType.Editor)
{
bCompileLeanAndMeanUE = false;
// Do not include the editor
bBuildEditor = true;
bBuildWithEditorOnlyData = true;
// Require cooked data
bBuildRequiresCookedData = false;
// Compile the engine
bCompileAgainstEngine = true;
//enable PerfCounters
bWithPerfCounters = true;
// Include all plugins
bIncludePluginsForTargetPlatforms = true;
// only have exports in modular builds
bHasExports = (LinkType == TargetLinkType.Modular);
// Tag it as a 'Editor' build
GlobalDefinitions.Add("UE_EDITOR=1");
}
else if(Type == global::UnrealBuildTool.TargetType.Server)
{
bCompileLeanAndMeanUE = true;
// Do not include the editor
bBuildEditor = false;
bBuildWithEditorOnlyData = false;
// Require cooked data
bBuildRequiresCookedData = true;
// Compile the engine
bCompileAgainstEngine = true;
//enable PerfCounters
bWithPerfCounters = true;
// only have exports in modular builds
bHasExports = (LinkType == TargetLinkType.Modular);
// Tag it as a 'Server' build
GlobalDefinitions.Add("UE_SERVER=1");
GlobalDefinitions.Add("USE_NULL_RHI=1");
}
}
/// <summary>
/// Finds all the subobjects which can be configured by command line options and config files
/// </summary>
/// <returns>Sequence of objects</returns>
internal IEnumerable<object> GetConfigurableObjects()
{
yield return this;
yield return AndroidPlatform;
yield return IOSPlatform;
yield return LuminPlatform;
yield return MacPlatform;
yield return PS4Platform;
yield return SwitchPlatform;
yield return WindowsPlatform;
yield return XboxOnePlatform;
}
/// <summary>
/// Gets the host platform being built on
/// </summary>
public UnrealTargetPlatform HostPlatform
{
get { return BuildHostPlatform.Current.Platform; }
}
/// <summary>
/// Expose the bGenerateProjectFiles flag to targets, so we can modify behavior as appropriate for better intellisense
/// </summary>
public bool bGenerateProjectFiles
{
get { return ProjectFileGenerator.bGenerateProjectFiles; }
}
/// <summary>
/// Expose a setting for whether or not the engine is installed
/// </summary>
/// <returns>Flag for whether the engine is installed</returns>
public bool bIsEngineInstalled
{
get { return UnrealBuildTool.IsEngineInstalled(); }
}
}
/// <summary>
/// Read-only wrapper around an existing TargetRules instance. This exposes target settings to modules without letting them to modify the global environment.
/// </summary>
public partial class ReadOnlyTargetRules
{
/// <summary>
/// The writeable TargetRules instance
/// </summary>
TargetRules Inner;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Inner">The TargetRules instance to wrap around</param>
public ReadOnlyTargetRules(TargetRules Inner)
{
this.Inner = Inner;
AndroidPlatform = new ReadOnlyAndroidTargetRules(Inner.AndroidPlatform);
IOSPlatform = new ReadOnlyIOSTargetRules(Inner.IOSPlatform);
LuminPlatform = new ReadOnlyLuminTargetRules(Inner.LuminPlatform);
MacPlatform = new ReadOnlyMacTargetRules(Inner.MacPlatform);
PS4Platform = new ReadOnlyPS4TargetRules(Inner.PS4Platform);
SwitchPlatform = new ReadOnlySwitchTargetRules(Inner.SwitchPlatform);
WindowsPlatform = new ReadOnlyWindowsTargetRules(Inner.WindowsPlatform);
XboxOnePlatform = new ReadOnlyXboxOneTargetRules(Inner.XboxOnePlatform);
}
/// <summary>
/// Accessors for fields on the inner TargetRules instance
/// </summary>
#region Read-only accessor properties
#if !__MonoCS__
#pragma warning disable CS1591
#endif
public string Name
{
get { return Inner.Name; }
}
public UnrealTargetPlatform Platform
{
get { return Inner.Platform; }
}
public UnrealTargetConfiguration Configuration
{
get { return Inner.Configuration; }
}
public string Architecture
{
get { return Inner.Architecture; }
}
public FileReference ProjectFile
{
get { return Inner.ProjectFile; }
}
public ReadOnlyBuildVersion Version
{
get { return Inner.Version; }
}
public TargetType Type
{
get { return Inner.Type; }
}
public bool bUsesSteam
{
get { return Inner.bUsesSteam; }
}
public bool bUsesCEF3
{
get { return Inner.bUsesCEF3; }
}
public bool bUsesSlate
{
get { return Inner.bUsesSlate; }
}
public bool bUseStaticCRT
{
get { return Inner.bUseStaticCRT; }
}
public bool bDebugBuildsActuallyUseDebugCRT
{
get { return Inner.bDebugBuildsActuallyUseDebugCRT; }
}
public bool bOutputPubliclyDistributable
{
get { return Inner.bOutputPubliclyDistributable; }
}
public UnrealTargetConfiguration UndecoratedConfiguration
{
get { return Inner.UndecoratedConfiguration; }
}
[Obsolete("bBuildAllPlugins has been deprecated. Use bPrecompile to build all modules which are not part of the target.")]
public bool bBuildAllPlugins
{
get { return Inner.bBuildAllPlugins; }
}
public bool bBuildAllModules
{
get { return Inner.bBuildAllModules; }
}
public IEnumerable<string> AdditionalPlugins
{
get { return Inner.AdditionalPlugins; }
}
public IEnumerable<string> EnablePlugins
{
get { return Inner.EnablePlugins; }
}
public IEnumerable<string> DisablePlugins
{
get { return Inner.DisablePlugins; }
}
public string PakSigningKeysFile
{
get { return Inner.PakSigningKeysFile; }
}
public string SolutionDirectory
{
get { return Inner.SolutionDirectory; }
}
public bool? bBuildInSolutionByDefault
{
get { return Inner.bBuildInSolutionByDefault; }
}
public string ExeBinariesSubFolder
{
get { return Inner.ExeBinariesSubFolder; }
}
public EGeneratedCodeVersion GeneratedCodeVersion
{
get { return Inner.GeneratedCodeVersion; }
}
public bool bCompileApeiron
{
get { return Inner.bCompileApeiron; }
}
public bool bUseApeiron
{
get { return Inner.bUseApeiron; }
}
public bool bCompileImmediatePhysics
{
get { return Inner.bCompileImmediatePhysics; }
}
public bool bCompilePhysX
{
get { return Inner.bCompilePhysX; }
}
public bool bCompileAPEX
{
get { return Inner.bCompileAPEX; }
}
public bool bCompileNvCloth
{
get { return Inner.bCompileNvCloth; }
}
public bool bCompileICU
{
get { return Inner.bCompileICU; }
}
public bool bCompileCEF3
{
get { return Inner.bCompileCEF3; }
}
public bool bBuildEditor
{
get { return Inner.bBuildEditor; }
}
public bool bBuildRequiresCookedData
{
get { return Inner.bBuildRequiresCookedData; }
}
public bool bBuildWithEditorOnlyData
{
get { return Inner.bBuildWithEditorOnlyData; }
}
public bool bBuildDeveloperTools
{
get { return Inner.bBuildDeveloperTools; }
}
public bool bForceBuildTargetPlatforms
{
get { return Inner.bForceBuildTargetPlatforms; }
}
public bool bForceBuildShaderFormats
{
get { return Inner.bForceBuildTargetPlatforms; }
}
public bool bCompileSimplygon
{
get { return Inner.bCompileSimplygon; }
}
public bool bCompileSimplygonSSF
{
get { return Inner.bCompileSimplygonSSF; }
}
public bool bCompileLeanAndMeanUE
{
get { return Inner.bCompileLeanAndMeanUE; }
}
public bool bUseCacheFreedOSAllocs
{
get { return Inner.bUseCacheFreedOSAllocs; }
}
public bool bCompileAgainstEngine
{
get { return Inner.bCompileAgainstEngine; }
}
public bool bCompileAgainstCoreUObject
{
get { return Inner.bCompileAgainstCoreUObject; }
}
public bool bCompileAgainstApplicationCore
{
get { return Inner.bCompileAgainstApplicationCore; }
}
public bool bIncludeADO
{
get { return Inner.bIncludeADO; }
}
public bool bCompileRecast
{
get { return Inner.bCompileRecast; }
}
public bool bCompileSpeedTree
{
get { return Inner.bCompileSpeedTree; }
}
public bool bForceEnableExceptions
{
get { return Inner.bForceEnableExceptions; }
}
public bool bForceEnableObjCExceptions
{
get { return Inner.bForceEnableObjCExceptions; }
}
public bool bForceEnableRTTI
{
get { return Inner.bForceEnableRTTI; }
}
public bool bUseInlining
{
get { return Inner.bUseInlining; }
}
public bool bWithServerCode
{
get { return Inner.bWithServerCode; }
}
public bool bCompileWithStatsWithoutEngine
{
get { return Inner.bCompileWithStatsWithoutEngine; }
}
public bool bCompileWithPluginSupport
{
get { return Inner.bCompileWithPluginSupport; }
}
public bool bIncludePluginsForTargetPlatforms
{
get { return Inner.bIncludePluginsForTargetPlatforms; }
}
public bool bWithPerfCounters
{
get { return Inner.bWithPerfCounters; }
}
public bool bUseLoggingInShipping
{
get { return Inner.bUseLoggingInShipping; }
}
public bool bLoggingToMemoryEnabled
{
get { return Inner.bLoggingToMemoryEnabled; }
}
public bool bUseLauncherChecks
{
get { return Inner.bUseLauncherChecks; }
}
public bool bUseChecksInShipping
{
get { return Inner.bUseChecksInShipping; }
}
public bool bCompileFreeType
{
get { return Inner.bCompileFreeType; }
}
public bool bCompileForSize
{
get { return Inner.bCompileForSize; }
}
public bool bForceCompileDevelopmentAutomationTests
{
get { return Inner.bForceCompileDevelopmentAutomationTests; }
}
public bool bForceCompilePerformanceAutomationTests
{
get { return Inner.bForceCompilePerformanceAutomationTests; }
}
public bool bUseXGEController
{
get { return Inner.bUseXGEController; }
}
public bool bEventDrivenLoader
{
get { return Inner.bEventDrivenLoader; }
}
public bool bUseBackwardsCompatibleDefaults
{
get { return Inner.bUseBackwardsCompatibleDefaults; }
}
public bool bIWYU
{
get { return Inner.bIWYU; }
}
public bool bEnforceIWYU
{
get { return Inner.bEnforceIWYU; }
}
public bool bHasExports
{
get { return Inner.bHasExports; }
}
public bool bPrecompile
{
get { return Inner.bPrecompile; }
}
public bool bEnableOSX109Support
{
get { return Inner.bEnableOSX109Support; }
}
public bool bIsBuildingConsoleApplication
{
get { return Inner.bIsBuildingConsoleApplication; }
}
public bool bDisableSymbolCache
{
get { return Inner.bDisableSymbolCache; }
}
public bool bUseUnityBuild
{
get { return Inner.bUseUnityBuild; }
}
public bool bForceUnityBuild
{
get { return Inner.bForceUnityBuild; }
}
public bool bAdaptiveUnityDisablesOptimizations
{
get { return Inner.bAdaptiveUnityDisablesOptimizations; }
}
public bool bAdaptiveUnityDisablesPCH
{
get { return Inner.bAdaptiveUnityDisablesPCH; }
}
public bool bAdaptiveUnityCreatesDedicatedPCH
{
get { return Inner.bAdaptiveUnityCreatesDedicatedPCH; }
}
public bool bAdaptiveUnityEnablesEditAndContinue
{
get { return Inner.bAdaptiveUnityEnablesEditAndContinue; }
}
public int MinGameModuleSourceFilesForUnityBuild
{
get { return Inner.MinGameModuleSourceFilesForUnityBuild; }
}
public bool bShadowVariableErrors
{
get { return Inner.bShadowVariableErrors; }
}
public bool bUndefinedIdentifierErrors
{
get { return Inner.bUndefinedIdentifierErrors; }
}
public bool bUseFastMonoCalls
{
get { return Inner.bUseFastMonoCalls; }
}
public bool bUseFastSemanticsRenderContexts
{
get { return Inner.bUseFastSemanticsRenderContexts; }
}
public int NumIncludedBytesPerUnityCPP
{
get { return Inner.NumIncludedBytesPerUnityCPP; }
}
public bool bStressTestUnity
{
get { return Inner.bStressTestUnity; }
}
public bool bDisableDebugInfo
{
get { return Inner.bDisableDebugInfo; }
}
public bool bDisableDebugInfoForGeneratedCode
{
get { return Inner.bDisableDebugInfoForGeneratedCode; }
}
public bool bOmitPCDebugInfoInDevelopment
{
get { return Inner.bOmitPCDebugInfoInDevelopment; }
}
public bool bUsePDBFiles
{
get { return Inner.bUsePDBFiles; }
}
public bool bUsePCHFiles
{
get { return Inner.bUsePCHFiles; }
}
public int MinFilesUsingPrecompiledHeader
{
get { return Inner.MinFilesUsingPrecompiledHeader; }
}
public bool bForcePrecompiledHeaderForGameModules
{
get { return Inner.bForcePrecompiledHeaderForGameModules; }
}
public bool bUseIncrementalLinking
{
get { return Inner.bUseIncrementalLinking; }
}
public bool bAllowLTCG
{
get { return Inner.bAllowLTCG; }
}
public bool bPGOProfile
{
get { return Inner.bPGOProfile; }
}
public bool bPGOOptimize
{
get { return Inner.bPGOOptimize; }
}
public bool bAllowASLRInShipping
{
get { return Inner.bAllowASLRInShipping; }
}
public bool bSupportEditAndContinue
{
get { return Inner.bSupportEditAndContinue; }
}
public bool bOmitFramePointers
{
get { return Inner.bOmitFramePointers; }
}
public bool bStripSymbolsOnIOS
{
get { return Inner.bStripSymbolsOnIOS; }
}
public bool bUseMallocProfiler
{
get { return Inner.bUseMallocProfiler; }
}
public bool bUseSharedPCHs
{
get { return Inner.bUseSharedPCHs; }
}
public bool bUseShippingPhysXLibraries
{
get { return Inner.bUseShippingPhysXLibraries; }
}
public bool bUseCheckedPhysXLibraries
{
get { return Inner.bUseCheckedPhysXLibraries; }
}
public bool bCheckLicenseViolations
{
get { return Inner.bCheckLicenseViolations; }
}
public bool bBreakBuildOnLicenseViolation
{
get { return Inner.bBreakBuildOnLicenseViolation; }
}
public bool? bUseFastPDBLinking
{
get { return Inner.bUseFastPDBLinking; }
}
public bool bCreateMapFile
{
get { return Inner.bCreateMapFile; }
}
public string BundleVersion
{
get { return Inner.BundleVersion; }
}
public bool bDeployAfterCompile
{
get { return Inner.bDeployAfterCompile; }
}
public bool bCreateStubIPA
{
get { return Inner.bCreateStubIPA; }
}
public bool bCopyAppBundleBackToDevice
{
get { return Inner.bCopyAppBundleBackToDevice; }
}
public bool bAllowRemotelyCompiledPCHs
{
get { return Inner.bAllowRemotelyCompiledPCHs; }
}
public bool bCheckSystemHeadersForModification
{
get { return Inner.bCheckSystemHeadersForModification; }
}
public bool bDisableLinking
{
get { return Inner.bDisableLinking; }
}
public bool bFormalBuild
{
get { return Inner.bFormalBuild; }
}
public bool bUseAdaptiveUnityBuild
{
get { return Inner.bUseAdaptiveUnityBuild; }
}
public bool bFlushBuildDirOnRemoteMac
{
get { return Inner.bFlushBuildDirOnRemoteMac; }
}
public bool bPrintToolChainTimingInfo
{
get { return Inner.bPrintToolChainTimingInfo; }
}
public bool bHideSymbolsByDefault
{
get { return Inner.bHideSymbolsByDefault; }
}
public string ToolChainName
{
get { return Inner.ToolChainName; }
}
public bool bLegacyPublicIncludePaths
{
get { return Inner.bLegacyPublicIncludePaths; }
}
public string BuildVersion
{
get { return Inner.BuildVersion; }
}
public TargetLinkType LinkType
{
get { return Inner.LinkType; }
}
public IReadOnlyList<string> GlobalDefinitions
{
get { return Inner.GlobalDefinitions.AsReadOnly(); }
}
public IReadOnlyList<string> ProjectDefinitions
{
get { return Inner.ProjectDefinitions.AsReadOnly(); }
}
public string LaunchModuleName
{
get { return Inner.LaunchModuleName; }
}
public IReadOnlyList<string> ExtraModuleNames
{
get { return Inner.ExtraModuleNames.AsReadOnly(); }
}
public IReadOnlyList<FileReference> ManifestFileNames
{
get { return Inner.ManifestFileNames.AsReadOnly(); }
}
public IReadOnlyList<FileReference> DependencyListFileNames
{
get { return Inner.DependencyListFileNames.AsReadOnly(); }
}
public TargetBuildEnvironment BuildEnvironment
{
get { return Inner.BuildEnvironment; }
}
public IReadOnlyList<string> PreBuildSteps
{
get { return Inner.PreBuildSteps; }
}
public IReadOnlyList<string> PostBuildSteps
{
get { return Inner.PostBuildSteps; }
}
public string AdditionalCompilerArguments
{
get { return Inner.AdditionalCompilerArguments; }
}
public string AdditionalLinkerArguments
{
get { return Inner.AdditionalLinkerArguments; }
}
public ReadOnlyAndroidTargetRules AndroidPlatform
{
get;
private set;
}
public ReadOnlyLuminTargetRules LuminPlatform
{
get;
private set;
}
public ReadOnlyIOSTargetRules IOSPlatform
{
get;
private set;
}
public ReadOnlyMacTargetRules MacPlatform
{
get;
private set;
}
public ReadOnlyPS4TargetRules PS4Platform
{
get;
private set;
}
public ReadOnlySwitchTargetRules SwitchPlatform
{
get;
private set;
}
public ReadOnlyWindowsTargetRules WindowsPlatform
{
get;
private set;
}
public ReadOnlyXboxOneTargetRules XboxOnePlatform
{
get;
private set;
}
public bool bShouldCompileAsDLL
{
get { return Inner.bShouldCompileAsDLL; }
}
public bool bGenerateProjectFiles
{
get { return Inner.bGenerateProjectFiles; }
}
#if !__MonoCS__
#pragma warning restore C1591
#endif
#endregion
/// <summary>
/// Provide access to the RelativeEnginePath property for code referencing ModuleRules.BuildConfiguration.
/// </summary>
public string RelativeEnginePath
{
get { return UnrealBuildTool.EngineDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory()); }
}
/// <summary>
/// Provide access to the UEThirdPartySourceDirectory property for code referencing ModuleRules.UEBuildConfiguration.
/// </summary>
public string UEThirdPartySourceDirectory
{
get { return "ThirdParty/"; }
}
/// <summary>
/// Provide access to the UEThirdPartyBinariesDirectory property for code referencing ModuleRules.UEBuildConfiguration.
/// </summary>
public string UEThirdPartyBinariesDirectory
{
get { return "../Binaries/ThirdParty/"; }
}
/// <summary>
/// Checks if current platform is part of a given platform group
/// </summary>
/// <param name="Group">The platform group to check</param>
/// <returns>True if current platform is part of a platform group</returns>
public bool IsInPlatformGroup(UnrealPlatformGroup Group)
{
return UEBuildPlatform.IsPlatformInGroup(Platform, Group);
}
}
}