Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/UnrealHeaderTool.Target.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

46 lines
1.4 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UnrealHeaderToolTarget : TargetRules
{
public UnrealHeaderToolTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Modular;
LaunchModuleName = "UnrealHeaderTool";
// Lean and mean
bCompileLeanAndMeanUE = true;
// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
bUseMallocProfiler = false;
// No editor needed
bCompileICU = false;
bBuildEditor = false;
// Editor-only data, however, is needed
bBuildWithEditorOnlyData = true;
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
bCompileAgainstEngine = false;
bCompileAgainstApplicationCore = false;
// Force execption handling across all modules.
bForceEnableExceptions = true;
// Plugin support
bCompileWithPluginSupport = true;
bBuildDeveloperTools = true;
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = true;
GlobalDefinitions.Add("HACK_HEADER_GENERATOR=1");
GlobalDefinitions.Add("USE_LOCALIZED_PACKAGE_CACHE=0");
}
}