Files
UnrealEngineUWP/Engine/Source/Programs/AutoRTFMEngineTests/AutoRTFMEngineTests.Target.cs
brandon schaefer a0f8befba2 Disable AutoRTFM compiler needed when doing GPF
#jira UE-218312
#rb Brandon.Schaefer
[FYI] Neil.Henning

[CL 34543674 by brandon schaefer in ue5-main branch]
2024-06-20 16:21:12 -04:00

55 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.All)]
public class AutoRTFMEngineTestsTarget : TargetRules
{
public AutoRTFMEngineTestsTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "AutoRTFMEngineTests";
// No editor-only data is needed
bBuildWithEditorOnlyData = false;
bCompileAgainstEngine = true;
bCompileAgainstCoreUObject = true;
bCompileAgainstApplicationCore = true;
bCompileWithPluginSupport = true;
bBuildDeveloperTools = false;
bBuildRequiresCookedData = true; // this program requires no data
// No ICU internationalization as it causes shutdown errors.
bCompileICU = false;
// Don't need slate
bUsesSlate = false;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
bIsBuildingConsoleApplication = true;
bLegalToDistributeBinary = true;
// Always want logging so we can see the test results
bUseLoggingInShipping = true;
// Network config
bWithPushModel = true;
bUseIris = true;
// Need to force enable tracing so we can test against it.
bForceEnableTrace = true;
// Load time profiling brings object construction to a crawl.
GlobalDefinitions.Add("LOADTIMEPROFILERTRACE_ENABLED=0");
if (!bGenerateProjectFiles)
{
bUseAutoRTFMCompiler = true;
}
}
}