Files
UnrealEngineUWP/Engine/Build/Windows/Resources/Default.rc2
joe kirchoff 55dc07301f Prevent unnecessary rebuilds of windows resource files for development builds to reduce how often binaries relink
Only embed info from Build.version in exes and dlls for precompiled or shipping targets. This information is always available at runtime via the BuildSettings module regardless of being embedded in the binaries
Set default windows resource ProductVersion to ENGINE_VERSION_STRING if BUILD_VERSION is not defined

#jira UE-195983
#rb ryan.hummer

[CL 28250002 by joe kirchoff in ue5-main branch]
2023-09-26 17:42:24 -04:00

105 lines
3.1 KiB
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// Copyright Epic Games, Inc. All Rights Reserved.
//
// This file contains resources which are edited by hand, and cannot be loaded/saved by the Visual Studio resource editor.
#include "../../../Source/Runtime/Launch/Resources/Windows/resource.h"
#include "../../../Source/Runtime/Core/Public/Misc/CoreMiscDefines.h"
#include "../../../Source/Runtime/Launch/Resources/Version.h"
#define APSTUDIO_READONLY_SYMBOLS
#include <windows.h>
#undef APSTUDIO_READONLY_SYMBOLS
// Various strings used for project resources
#ifdef PROJECT_COMPANY_NAME
#define BUILD_PROJECT_COMPANY_NAME PREPROCESSOR_TO_STRING(PROJECT_COMPANY_NAME)
#else
#define BUILD_PROJECT_COMPANY_NAME EPIC_COMPANY_NAME
#endif
#ifdef PROJECT_COPYRIGHT_STRING
#define BUILD_PROJECT_COPYRIGHT_STRING PREPROCESSOR_TO_STRING(PROJECT_COPYRIGHT_STRING)
#else
#define BUILD_PROJECT_COPYRIGHT_STRING EPIC_COPYRIGHT_STRING
#endif
#ifdef PROJECT_PRODUCT_NAME
#define BUILD_PROJECT_PRODUCT_NAME PREPROCESSOR_TO_STRING(PROJECT_PRODUCT_NAME)
#else
#define BUILD_PROJECT_PRODUCT_NAME PREPROCESSOR_TO_STRING(UE_APP_NAME)
#endif
#ifdef BUILD_VERSION
#define BUILD_PROJECT_PRODUCT_VERSION PREPROCESSOR_TO_STRING(BUILD_VERSION)
#else
#define BUILD_PROJECT_PRODUCT_VERSION ENGINE_VERSION_STRING
#endif
#ifdef PROJECT_PRODUCT_IDENTIFIER
#define BUILD_PROJECT_PRODUCT_IDENTIFIER PREPROCESSOR_TO_STRING(PROJECT_PRODUCT_IDENTIFIER)
#else
#define BUILD_PROJECT_PRODUCT_IDENTIFIER EPIC_PRODUCT_IDENTIFIER
#endif
/////////////////////////////////////////////////////////////////////////////
// English (United States) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION ENGINE_MAJOR_VERSION,ENGINE_MINOR_VERSION,ENGINE_PATCH_VERSION,0
PRODUCTVERSION ENGINE_MAJOR_VERSION,ENGINE_MINOR_VERSION,ENGINE_PATCH_VERSION,0
FILEFLAGSMASK 0x17L
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x4L
FILETYPE 0x2L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", BUILD_PROJECT_COMPANY_NAME
VALUE "LegalCopyright", BUILD_PROJECT_COPYRIGHT_STRING
VALUE "ProductName", BUILD_PROJECT_PRODUCT_NAME
VALUE "ProductVersion", BUILD_PROJECT_PRODUCT_VERSION
VALUE "FileDescription", BUILD_PROJECT_PRODUCT_NAME
VALUE "InternalName", BUILD_PROJECT_PRODUCT_IDENTIFIER
#ifdef ORIGINAL_FILE_NAME
VALUE "OriginalFilename", PREPROCESSOR_TO_STRING(ORIGINAL_FILE_NAME)
#endif
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
#ifdef BUILD_ICON_FILE_NAME
IDICON_UEGame ICON BUILD_ICON_FILE_NAME
#endif
#endif // English (United States) resources
/////////////////////////////////////////////////////////////////////////////