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Expand texture build workers to all current platform specific texture formats, or added build functions to the base build worker. Workers are buildable, but not discoverable yet as discovery will be refactored soon to use Target Receipts. Reduce boilerplate involved in setup of build worker. #rb devin.doucette #ROBOMERGE-SOURCE: CL 16853856 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935) [CL 16853877 by zousar shaker in ue5-release-engine-test branch]
81 lines
2.9 KiB
C#
81 lines
2.9 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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// Abstract base class for worker targets. Not a valid target by itself, hence it is not put into a *.target.cs file.
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[SupportedPlatforms(UnrealPlatformClass.Desktop)]
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public abstract class DerivedDataBuildWorkerTarget : TargetRules
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{
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public DerivedDataBuildWorkerTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Program;
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LinkType = TargetLinkType.Monolithic;
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SolutionDirectory = "Programs/BuildWorker";
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// TODO: This is temporary to allow DDCUtils to not cause build errors when referenced
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// by the build workers. In the future the use of DDC should strip out backends
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// and DDCUTils, so it will no longer be required to set bLegalToDistributeBinary.
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bLegalToDistributeBinary = true;
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bUseXGEController = false;
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bCompileFreeType = false;
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bLoggingToMemoryEnabled = true;
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bUseLoggingInShipping = true;
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bCompileWithAccessibilitySupport= false;
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bWithServerCode = false;
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bCompileNavmeshClusterLinks = false;
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bCompileNavmeshSegmentLinks = false;
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bCompileRecast = false;
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bCompileICU = false;
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bCompileChaos = false;
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bUseChaos = false;
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bWithLiveCoding = false;
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bBuildDeveloperTools = false;
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bUseMallocProfiler = false;
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bBuildWithEditorOnlyData = true;
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bCompileAgainstEngine = false;
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bCompileAgainstCoreUObject = false;
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bCompileAgainstApplicationCore = false;
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bUsesSlate = false;
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bIsBuildingConsoleApplication = true;
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// TODO: I want to use static CRT in the future, but it causes link issues today likely due to 3rd party libraries
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//bUseStaticCRT = true;
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WindowsPlatform.bUseBundledDbgHelp = false;
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WindowsPlatform.bPixProfilingEnabled = false;
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WindowsPlatform.bMergeIdenticalCOMDATs = true;
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WindowsPlatform.bStripUnreferencedSymbols = true;
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// Disable logging, as the workers are spawned often and logging will just slow them down
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GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
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// Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off.
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GlobalDefinitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
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// Disable external profiling in TextureBuilder to improve startup time
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GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0");
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}
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}
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public class DerivedDataBuildWorker : ModuleRules
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{
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public DerivedDataBuildWorker(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicIncludePaths.Add("Runtime/Launch/Public");
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PublicIncludePaths.Add("Developer/DerivedDataCache/Public");
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PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"DerivedDataCache",
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"Projects",
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});
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if (Target.bCompileAgainstApplicationCore)
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{
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PrivateDependencyModuleNames.Add("ApplicationCore");
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}
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AdditionalPropertiesForReceipt.Add("DerivedDataBuildWorker", "true");
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}
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}
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