Files
UnrealEngineUWP/Engine/Source/Programs/Mac/UE4EditorServices/UE4EditorServices.Target.cs
Ben Marsh 4707029149 Stop UE4EditorServices from being built on Windows.
#codereview Michael.Trepka

[CL 2563397 by Ben Marsh in Main branch]
2015-05-22 17:17:37 -04:00

71 lines
2.1 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UE4EditorServicesTarget : TargetRules
{
public UE4EditorServicesTarget(TargetInfo Target)
{
Type = TargetType.Program;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable, InModuleNames: new List<string>() { "UE4EditorServices" })
);
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
BuildConfiguration.bUseMallocProfiler = false;
// No editor needed
UEBuildConfiguration.bCompileICU = false;
UEBuildConfiguration.bBuildEditor = false;
// Editor-only data, however, is needed
UEBuildConfiguration.bBuildWithEditorOnlyData = false;
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
}
public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, out bool bInternalToolOnly, out bool SeparateNode, out bool CrossCompile)
{
bInternalToolOnly = false;
SeparateNode = false;
CrossCompile = false;
return true;
}
public override List<UnrealTargetPlatform> GUBP_ToolPlatforms(UnrealTargetPlatform InHostPlatform)
{
if(InHostPlatform == UnrealTargetPlatform.Mac)
{
return new List<UnrealTargetPlatform> { InHostPlatform };
}
else
{
return new List<UnrealTargetPlatform>();
}
}
}