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Specifies platforms more explicitly, making things easier when an "unexpected" host platform is passed. #codereview Kellan.Carr [CL 2286780 by Dmitry Rekman in Main branch]
85 lines
2.6 KiB
C#
85 lines
2.6 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class UE4ClientTarget : TargetRules
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{
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public UE4ClientTarget(TargetInfo Target)
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{
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Type = TargetType.Client;
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bOutputToEngineBinaries = true;
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}
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//
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// TargetRules interface.
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//
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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base.SetupBinaries(Target, ref OutBuildBinaryConfigurations, ref OutExtraModuleNames);
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OutExtraModuleNames.Add("UE4Game");
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}
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public override void SetupGlobalEnvironment(
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TargetInfo Target,
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ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
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ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
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)
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{
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if (UnrealBuildTool.UnrealBuildTool.BuildingRocket())
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{
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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// Don't need editor or editor only data
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UEBuildConfiguration.bBuildEditor = false;
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UEBuildConfiguration.bBuildWithEditorOnlyData = false;
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UEBuildConfiguration.bCompileAgainstEngine = true;
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// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
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OutLinkEnvironmentConfiguration.bHasExports = false;
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}
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else
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{
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// Tag it as a UE4Game build
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OutCPPEnvironmentConfiguration.Definitions.Add("UE4GAME=1");
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}
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}
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public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
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{
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List<UnrealTargetPlatform> Platforms = null;
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switch(HostPlatform)
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{
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case UnrealTargetPlatform.Mac:
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Platforms = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.IOS };
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break;
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case UnrealTargetPlatform.Linux:
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Platforms = new List<UnrealTargetPlatform> { HostPlatform };
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break;
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case UnrealTargetPlatform.Win64:
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Platforms = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.Linux /*, UnrealTargetPlatform.IOS, UnrealTargetPlatform.XboxOne, UnrealTargetPlatform.PS4 */};
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break;
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default:
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Platforms = new List<UnrealTargetPlatform>();
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break;
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}
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return Platforms;
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}
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public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
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{
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return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development };
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}
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}
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