Files
UnrealEngineUWP/Engine/Source/Programs/UnrealVersionSelector/UnrealVersionSelector.Target.cs
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

77 lines
2.5 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UnrealVersionSelectorTarget : TargetRules
{
public UnrealVersionSelectorTarget(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>() { "UnrealVersionSelector" })
);
}
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;
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
//OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
}
public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, out bool bInternalToolOnly, out bool SeparateNode, out bool CrossCompile)
{
CrossCompile = false;
bInternalToolOnly = false;
SeparateNode = false;
return InHostPlatform == UnrealTargetPlatform.Win64;
}
public override List<UnrealTargetPlatform> GUBP_ToolPlatforms(UnrealTargetPlatform InHostPlatform)
{
if (InHostPlatform == UnrealTargetPlatform.Win64)
{
return new List<UnrealTargetPlatform> { UnrealTargetPlatform.Win64, UnrealTargetPlatform.Win32 };
}
return base.GUBP_ToolPlatforms(InHostPlatform);
}
public override List<UnrealTargetConfiguration> GUBP_ToolConfigs(UnrealTargetPlatform InHostPlatform)
{
return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Shipping };
}
}