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2163 lines
62 KiB
C#
2163 lines
62 KiB
C#
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Tools.DotNETCommon;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// The type of target
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/// </summary>
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[Serializable]
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public enum TargetType
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{
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/// <summary>
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/// Cooked monolithic game executable (GameName.exe). Also used for a game-agnostic engine executable (UE4Game.exe or RocketGame.exe)
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/// </summary>
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Game,
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/// <summary>
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/// Uncooked modular editor executable and DLLs (UE4Editor.exe, UE4Editor*.dll, GameName*.dll)
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/// </summary>
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Editor,
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/// <summary>
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/// Cooked monolithic game client executable (GameNameClient.exe, but no server code)
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/// </summary>
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Client,
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/// <summary>
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/// Cooked monolithic game server executable (GameNameServer.exe, but no client code)
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/// </summary>
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Server,
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/// <summary>
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/// Program (standalone program, e.g. ShaderCompileWorker.exe, can be modular or monolithic depending on the program)
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/// </summary>
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Program,
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}
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/// <summary>
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/// Specifies how to link all the modules in this target
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/// </summary>
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[Serializable]
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public enum TargetLinkType
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{
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/// <summary>
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/// Use the default link type based on the current target type
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/// </summary>
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Default,
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/// <summary>
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/// Link all modules into a single binary
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/// </summary>
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Monolithic,
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/// <summary>
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/// Link modules into individual dynamic libraries
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/// </summary>
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Modular,
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}
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/// <summary>
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/// Specifies whether to share engine binaries and intermediates with other projects, or to create project-specific versions. By default,
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/// editor builds always use the shared build environment (and engine binaries are written to Engine/Binaries/Platform), but monolithic builds
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/// and programs do not (except in installed builds). Using the shared build environment prevents target-specific modifications to the build
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/// environment.
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/// </summary>
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[Serializable]
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public enum TargetBuildEnvironment
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{
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/// <summary>
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/// Use the default build environment for this target type (and whether the engine is installed)
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/// </summary>
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Default,
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/// <summary>
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/// Engine binaries and intermediates are output to the engine folder. Target-specific modifications to the engine build environment will be ignored.
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/// </summary>
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Shared,
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/// <summary>
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/// Engine binaries and intermediates are specific to this target
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/// </summary>
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Unique,
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}
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/// <summary>
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/// Attribute used to mark fields which much match between targets in the shared build environment
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/// </summary>
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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class RequiresUniqueBuildEnvironmentAttribute : Attribute
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{
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}
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/// <summary>
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/// TargetRules is a data structure that contains the rules for defining a target (application/executable)
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/// </summary>
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public abstract class TargetRules
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{
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/// <summary>
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/// Static class wrapping constants aliasing the global TargetType enum.
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/// </summary>
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public static class TargetType
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{
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/// <summary>
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/// Alias for TargetType.Game
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/// </summary>
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public const global::UnrealBuildTool.TargetType Game = global::UnrealBuildTool.TargetType.Game;
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/// <summary>
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/// Alias for TargetType.Editor
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/// </summary>
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public const global::UnrealBuildTool.TargetType Editor = global::UnrealBuildTool.TargetType.Editor;
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/// <summary>
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/// Alias for TargetType.Client
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/// </summary>
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public const global::UnrealBuildTool.TargetType Client = global::UnrealBuildTool.TargetType.Client;
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/// <summary>
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/// Alias for TargetType.Server
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/// </summary>
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public const global::UnrealBuildTool.TargetType Server = global::UnrealBuildTool.TargetType.Server;
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/// <summary>
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/// Alias for TargetType.Program
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/// </summary>
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public const global::UnrealBuildTool.TargetType Program = global::UnrealBuildTool.TargetType.Program;
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}
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/// <summary>
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/// The name of this target.
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/// </summary>
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public readonly string Name;
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/// <summary>
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/// Platform that this target is being built for.
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/// </summary>
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public readonly UnrealTargetPlatform Platform;
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/// <summary>
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/// The configuration being built.
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/// </summary>
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public readonly UnrealTargetConfiguration Configuration;
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/// <summary>
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/// Architecture that the target is being built for (or an empty string for the default).
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/// </summary>
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public readonly string Architecture;
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/// <summary>
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/// Path to the project file for the project containing this target.
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/// </summary>
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public readonly FileReference ProjectFile;
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/// <summary>
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/// The current build version
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/// </summary>
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public readonly ReadOnlyBuildVersion Version;
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/// <summary>
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/// The type of target.
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/// </summary>
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public global::UnrealBuildTool.TargetType Type = global::UnrealBuildTool.TargetType.Game;
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/// <summary>
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/// Whether the target uses Steam.
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/// </summary>
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public bool bUsesSteam;
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/// <summary>
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/// Whether the target uses CEF3.
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/// </summary>
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public bool bUsesCEF3;
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/// <summary>
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/// Whether the project uses visual Slate UI (as opposed to the low level windowing/messaging, which is always available).
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/// </summary>
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public bool bUsesSlate = true;
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/// <summary>
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/// 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
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/// libraries to be consistent with each other, but can be used for utility programs.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bUseStaticCRT = false;
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/// <summary>
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/// Enables the debug C++ runtime (CRT) for debug builds. By default we always use the release runtime, since the debug
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/// version isn't particularly useful when debugging Unreal Engine projects, and linking against the debug CRT libraries forces
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/// our third party library dependencies to also be compiled using the debug CRT (and often perform more slowly). Often
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/// it can be inconvenient to require a separate copy of the debug versions of third party static libraries simply
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/// so that you can debug your program's code.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[XmlConfigFile(Category = "BuildConfiguration")]
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public bool bDebugBuildsActuallyUseDebugCRT = false;
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/// <summary>
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/// Whether the output from this target can be publicly distributed, even if it has dependencies on modules that are in folders
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/// with special restrictions (eg. CarefullyRedist, NotForLicensees, NoRedist).
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/// </summary>
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public bool bOutputPubliclyDistributable = false;
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/// <summary>
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/// Specifies the configuration whose binaries do not require a "-Platform-Configuration" suffix.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public UnrealTargetConfiguration UndecoratedConfiguration = UnrealTargetConfiguration.Development;
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/// <summary>
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/// Build all the plugins that we can find, even if they're not enabled. This is particularly useful for content-only projects,
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/// where you're building the UE4Editor target but running it with a game that enables a plugin.
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/// </summary>
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[Obsolete("bBuildAllPlugins has been deprecated. Use bPrecompile to build all modules which are not part of the target.")]
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public bool bBuildAllPlugins = false;
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/// <summary>
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/// Build all the modules that are valid for this target type. Used for CIS and making installed engine builds.
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/// </summary>
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[CommandLine("-AllModules")]
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public bool bBuildAllModules = false;
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/// <summary>
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/// A list of additional plugins which need to be included in this target. This allows referencing non-optional plugin modules
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/// which cannot be disabled, and allows building against specific modules in program targets which do not fit the categories
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/// in ModuleHostType.
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/// </summary>
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public List<string> AdditionalPlugins = new List<string>();
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/// <summary>
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/// Additional plugins that should be included for this target.
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/// </summary>
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[CommandLine("-EnablePlugin=", ListSeparator = '+')]
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public List<string> EnablePlugins = new List<string>();
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/// <summary>
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/// List of plugins to be disabled for this target. Note that the project file may still reference them, so they should be marked
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/// as optional to avoid failing to find them at runtime.
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/// </summary>
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[CommandLine("-DisablePlugin=", ListSeparator = '+')]
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public List<string> DisablePlugins = new List<string>();
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/// <summary>
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/// Accessor for
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/// </summary>
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[Obsolete("The ExcludePlugins setting has been renamed to DisablePlugins. Please update your code to avoid build failures in future versions of the engine.")]
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public List<string> ExcludePlugins
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{
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get { return DisablePlugins; }
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}
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/// <summary>
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/// Path to the set of pak signing keys to embed in the executable.
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/// </summary>
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public string PakSigningKeysFile = "";
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/// <summary>
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/// Allows a Program Target to specify it's own solution folder path.
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/// </summary>
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public string SolutionDirectory = String.Empty;
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/// <summary>
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/// Whether the target should be included in the default solution build configuration
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/// </summary>
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public bool? bBuildInSolutionByDefault = null;
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/// <summary>
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/// Whether this target should be compiled as a DLL. Requires LinkType to be set to TargetLinkType.Monolithic.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bShouldCompileAsDLL = false;
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/// <summary>
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/// Subfolder to place executables in, relative to the default location.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public string ExeBinariesSubFolder = String.Empty;
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/// <summary>
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/// Allow target module to override UHT code generation version.
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/// </summary>
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public EGeneratedCodeVersion GeneratedCodeVersion = EGeneratedCodeVersion.None;
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/// <summary>
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/// Whether to compile the Apeiron physics plugin.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bCompileApeiron = false;
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/// <summary>
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/// Whether to use the Apeiron physics interface. This overrides the physx flags to disable APEX and NvCloth
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bUseApeiron = false;
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/// <summary>
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/// Whether to include the immediate mode physics interface. This overrides the physx flags to disable APEX and NvCloth
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bCompileImmediatePhysics = false;
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/// <summary>
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/// Whether to include PhysX support.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bCompilePhysX = true;
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/// <summary>
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/// Whether to include PhysX APEX support.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileApex")]
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public bool bCompileAPEX = true;
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/// <summary>
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/// Whether to include NvCloth.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bCompileNvCloth = true;
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/// <summary>
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/// Whether to include ICU unicode/i18n support in Core.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileICU")]
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public bool bCompileICU = true;
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/// <summary>
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/// Whether to compile CEF3 support.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileCEF3")]
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public bool bCompileCEF3 = true;
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/// <summary>
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/// Whether to compile the editor or not. Only desktop platforms (Windows or Mac) will use this, other platforms force this to false.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[CommandLine("-NoEditor", Value = "false")]
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public bool bBuildEditor = true;
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/// <summary>
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/// Whether to compile code related to building assets. Consoles generally cannot build assets. Desktop platforms generally can.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bBuildRequiresCookedData = false;
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/// <summary>
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/// Whether to compile WITH_EDITORONLY_DATA disabled. Only Windows will use this, other platforms force this to false.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[CommandLine("-NoEditorOnlyData", Value = "false")]
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public bool bBuildWithEditorOnlyData = true;
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/// <summary>
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/// Whether to compile the developer tools.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bBuildDeveloperTools = true;
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/// <summary>
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/// Whether to force compiling the target platform modules, even if they wouldn't normally be built.
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/// </summary>
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public bool bForceBuildTargetPlatforms = false;
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/// <summary>
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/// Whether to force compiling shader format modules, even if they wouldn't normally be built.
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/// </summary>
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public bool bForceBuildShaderFormats = false;
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/// <summary>
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/// Whether we should compile in support for Simplygon or not.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[CommandLine("-WithSimplygon")]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileSimplygon")]
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public bool bCompileSimplygon = true;
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/// <summary>
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/// Whether we should compile in support for Simplygon's SSF library or not.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileSimplygonSSF")]
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public bool bCompileSimplygonSSF = true;
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/// <summary>
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/// Whether to compile lean and mean version of UE.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileLeanAndMeanUE")]
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public bool bCompileLeanAndMeanUE = false;
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/// <summary>
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/// Whether to utilize cache freed OS allocs with MallocBinned
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bUseCacheFreedOSAllocs")]
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public bool bUseCacheFreedOSAllocs = true;
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/// <summary>
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/// Enabled for all builds that include the engine project. Disabled only when building standalone apps that only link with Core.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bCompileAgainstEngine = true;
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/// <summary>
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/// Enabled for all builds that include the CoreUObject project. Disabled only when building standalone apps that only link with Core.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bCompileAgainstCoreUObject = true;
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/// <summary>
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/// Enabled for builds that need to initialize the ApplicationCore module. Command line utilities do not normally need this.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bCompileAgainstApplicationCore = true;
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/// <summary>
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/// If true, include ADO database support in core.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bIncludeADO")]
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public bool bIncludeADO;
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/// <summary>
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/// Whether to compile Recast navmesh generation.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileRecast")]
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public bool bCompileRecast = true;
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/// <summary>
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/// Whether to compile SpeedTree support.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileSpeedTree")]
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public bool bCompileSpeedTree = true;
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/// <summary>
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/// Enable exceptions for all modules.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bForceEnableExceptions = false;
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/// <summary>
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/// Enable inlining for all modules.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[XmlConfigFile(Category = "BuildConfiguration")]
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public bool bUseInlining = true;
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/// <summary>
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/// Enable exceptions for all modules.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bForceEnableObjCExceptions = false;
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/// <summary>
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/// Enable RTTI for all modules.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bForceEnableRTTI = false;
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/// <summary>
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/// Compile server-only code.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bWithServerCode = true;
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/// <summary>
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/// Whether to include stats support even without the engine.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bCompileWithStatsWithoutEngine = false;
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/// <summary>
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/// Whether to include plugin support.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileWithPluginSupport")]
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public bool bCompileWithPluginSupport = false;
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/// <summary>
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/// Whether to allow plugins which support all target platforms.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bIncludePluginsForTargetPlatforms = false;
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/// <summary>
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/// Whether to include PerfCounters support.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bWithPerfCounters")]
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public bool bWithPerfCounters = false;
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/// <summary>
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/// Whether to turn on logging for test/shipping builds.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bUseLoggingInShipping = false;
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/// <summary>
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/// Whether to turn on logging to memory for test/shipping builds.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bLoggingToMemoryEnabled;
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/// <summary>
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/// Whether to check that the process was launched through an external launcher.
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/// </summary>
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public bool bUseLauncherChecks = false;
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/// <summary>
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/// Whether to turn on checks (asserts) for test/shipping builds.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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public bool bUseChecksInShipping = false;
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/// <summary>
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/// True if we need FreeType support.
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/// </summary>
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[RequiresUniqueBuildEnvironment]
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/BuildSettings.BuildSettings", "bCompileFreeType")]
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public bool bCompileFreeType = true;
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|
/// <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);
|
|
}
|
|
}
|
|
} |