Files
UnrealEngineUWP/Engine/Source/Programs/MayaLiveLinkPlugin/MayaLiveLinkPlugin2016.Target.cs
patrick boutot 344282d8da Update LiveLink binaries for Mobu and Maya.
When Maya close a subject, tell the provider so it wouldn't resend it to UE4 once it connect back.
#jira UE-68164
#rb simon.therriault

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: patrick.boutot
#ROBOMERGE-SOURCE: CL 7065672 in //UE4/Release-4.23/... via CL 7065683
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v367-6836689)

[CL 7124589 by patrick boutot in Dev-Build branch]
2019-06-21 02:08:01 -04:00

43 lines
1.4 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public abstract class MayaLiveLinkPluginTargetBase : TargetRules
{
public MayaLiveLinkPluginTargetBase(TargetInfo Target, string LaunchModuleName) : base(Target)
{
Type = TargetType.Program;
bShouldCompileAsDLL = true;
LinkType = TargetLinkType.Monolithic;
// We only need minimal use of the engine for this plugin
bBuildDeveloperTools = false;
bUseMallocProfiler = false;
bBuildWithEditorOnlyData = true;
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = true;
bCompileICU = false;
bHasExports = true;
bBuildInSolutionByDefault = false;
this.LaunchModuleName = LaunchModuleName;
// Add a post-build step that copies the output to a file with the .mll extension
string OutputName = LaunchModuleName;
if (Target.Configuration != UnrealTargetConfiguration.Development)
{
OutputName = string.Format("{0}-{1}-{2}", OutputName, Target.Platform, Target.Configuration);
}
PostBuildSteps.Add(string.Format("copy /Y \"$(EngineDir)\\Binaries\\Win64\\{0}.dll\" \"$(EngineDir)\\Binaries\\Win64\\{0}.mll\" >nul: & echo Copied output to $(EngineDir)\\Binaries\\Win64\\{0}.mll", OutputName));
}
}
public class MayaLiveLinkPlugin2016Target : MayaLiveLinkPluginTargetBase
{
public MayaLiveLinkPlugin2016Target(TargetInfo Target) : base(Target, "MayaLiveLinkPlugin2016")
{
}
}