Files
UnrealEngineUWP/Engine/Source/Programs/EpicWebHelper/EpicWebHelper.Target.cs
alfred reynolds 00ff2ce5ad - Update copyright header in CEF files to match the requirements in the UE5 branch
#jira UE-110192
#jira UE-110195
#jira UE-110196
[FYI] wes.fudala
[FYI] JeanFrancois.Dube
#horde 47017
#horde 47016

#ROBOMERGE-SOURCE: CL 15657948 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)

[CL 15657981 by alfred reynolds in ue5-main branch]
2021-03-09 15:32:23 -04:00

58 lines
2.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.Collections.Generic;
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms("Win64", "Mac", "Linux")]
[SupportedConfigurations(UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping)]
public class EpicWebHelperTarget : TargetRules
{
public EpicWebHelperTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "EpicWebHelper";
// Change the undecorated exe name to be the shipping one on windows
UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
if (Target.Platform == UnrealTargetPlatform.Mac)
{
// CEF3 requires 4 copies of the helper app, each in theory has different system privileges granted by the codesigning tool
// We don't support that yet, so just sym-link the 3 variants to our main helper binary here
PostBuildSteps.Add(string.Format("echo Creating helper syminks"));
var HelperTypes = new List<string>() { "GPU", "Renderer", "Plugin"};
foreach( string HelperType in HelperTypes)
{
PostBuildSteps.Add(string.Format("cd $(EngineDir)/Binaries/$(TargetPlatform); if [ ! -h \"EpicWebHelper ({0}).app\" ]; then ln -s \"EpicWebHelper.app\" \"EpicWebHelper ({1}).app\"; fi", HelperType, HelperType));
}
}
// Turn off various third party features we don't need
// Currently we force Lean and Mean mode
bBuildDeveloperTools = false;
// 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;
bCompileAgainstCoreUObject = false;
bBuildWithEditorOnlyData = true;
// Never use malloc profiling in CEFSubProcess.
bUseMallocProfiler = false;
// Force all shader formats to be built and included.
//bForceBuildShaderFormats = true;
// CEFSubProcess is a Windows app (uses WinMain())
bIsBuildingConsoleApplication = false;
// Disable logging, as the sub processes are spawned often and logging will just slow them down
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
// Epic Games Launcher needs to run on OS X 10.9, so CEFSubProcess needs this as well
bEnableOSX109Support = true;
}
}