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86 lines
2.7 KiB
C#
86 lines
2.7 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class CrashReportClientTarget : TargetRules
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{
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public CrashReportClientTarget(TargetInfo Target)
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{
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Type = TargetType.Program;
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}
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//
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// TargetRules interface.
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//
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public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
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{
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OutPlatforms.Add(UnrealTargetPlatform.Win32);
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OutPlatforms.Add(UnrealTargetPlatform.Win64);
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OutPlatforms.Add(UnrealTargetPlatform.Mac);
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OutPlatforms.Add(UnrealTargetPlatform.Linux);
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return true;
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}
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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OutBuildBinaryConfigurations.Add(
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new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
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InModuleNames: new List<string>() { "CrashReportClient" })
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);
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if (Target.Platform != UnrealTargetPlatform.Linux)
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{
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OutExtraModuleNames.Add("EditorStyle");
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}
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}
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public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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public override void SetupGlobalEnvironment(
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TargetInfo Target,
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ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
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ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
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)
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{
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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// Don't need editor
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UEBuildConfiguration.bBuildEditor = false;
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// CrashReportClient doesn't ever compile with the engine linked in
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UEBuildConfiguration.bCompileAgainstEngine = false;
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UEBuildConfiguration.bCompileAgainstCoreUObject = false;
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UEBuildConfiguration.bIncludeADO = (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32);
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// CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
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// the linker.
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OutLinkEnvironmentConfiguration.bHasExports = false;
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// Do NOT produce additional console app exe
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OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
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}
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public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, out bool bInternalToolOnly, out bool SeparateNode)
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{
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bInternalToolOnly = false;
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SeparateNode = false;
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return true;
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}
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public override List<UnrealTargetPlatform> GUBP_ToolPlatforms(UnrealTargetPlatform InHostPlatform)
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{
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if (InHostPlatform == UnrealTargetPlatform.Win64)
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{
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return new List<UnrealTargetPlatform> { UnrealTargetPlatform.Win64, UnrealTargetPlatform.Win32 };
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}
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return base.GUBP_ToolPlatforms(InHostPlatform);
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}
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}
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