public UnrealLightmassTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; AdditionalPlugins.Add("UdpMessaging"); LaunchModuleName = "UnrealLightmass"; // Lean and mean bBuildDeveloperTools = false; // Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine // automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly. bUseMallocProfiler = false; // Editor-only data, however, is needed bBuildWithEditorOnlyData = true; // Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine bCompileAgainstEngine = false; //bCompileAgainstCoreUObject = false; if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux) { // On Mac/Linux UnrealLightmass is executed locally and communicates with the editor using Messaging module instead of SwarmAgent // Plugins and developer tools are needed for that bCompileWithPluginSupport = true; bBuildDeveloperTools = true; } // UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = true; // Disable logging, lightmass will create its own unique logging file GlobalDefinitions.Add("ALLOW_LOG_FILE=0"); }
public UnrealMultiUserServerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; LaunchModuleName = "UnrealMultiUserServer"; AdditionalPlugins.Add("UdpMessaging"); AdditionalPlugins.Add("ConcertMain"); AdditionalPlugins.Add("ConcertSyncServer"); // Lean and mean also override the build developer switch, so just set all the switch it sets manually since we want developer tools (i.e. concert plugins) //bCompileLeanAndMeanUE = true; bCompileSpeedTree = false; // Editor-only data, however, is needed bBuildWithEditorOnlyData = true; // Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine bCompileAgainstEngine = false; // enable build tools bBuildDeveloperTools = true; bCompileAgainstCoreUObject = true; bCompileWithPluginSupport = true; // UnrealMultiUserServer is a console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = true; }
public UnrealFrontendTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; AdditionalPlugins.Add("UdpMessaging"); LaunchModuleName = "UnrealFrontend"; }
public LazyployLauncherTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LaunchModuleName = "LazyployLauncher"; AdditionalPlugins.Add("UdpMessaging"); LinkType = TargetLinkType.Modular; }
public HelloWorldEditorTarget(TargetInfo Target) { Type = TargetType.Editor; AdditionalPlugins.Add("TestPlugin"); Dev.Build.Log("Message Here"); //PublicDependencyModuleNames.AddRange(new string[] { "TestPlugin" }); // throw new NotImplementedException(); }
public UnrealLaunchDaemonTarget(TargetInfo Target) { Type = TargetType.Program; bUsesSlate = false; //PlatformType = TargetRules.TargetPlatformType.Mobile; //bRequiresUnrealHeaderGeneration = true; AdditionalPlugins.Add("UdpMessaging"); }
public UnrealLaunchDaemonTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; bUsesSlate = false; //PlatformType = TargetRules.TargetPlatformType.Mobile; //bRequiresUnrealHeaderGeneration = true; AdditionalPlugins.Add("UdpMessaging"); LaunchModuleName = "UnrealLaunchDaemon"; }
public UnrealLaunchDaemonTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; bUsesSlate = false; //PlatformType = TargetRules.TargetPlatformType.Mobile; //bRequiresUnrealHeaderGeneration = true; AdditionalPlugins.Add("UdpMessaging"); LaunchModuleName = "UnrealLaunchDaemon"; bBuildDeveloperTools = false; bCompileAgainstEngine = false; bHasExports = false; }
public UnrealFrontendTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; AdditionalPlugins.Add("UdpMessaging"); LaunchModuleName = "UnrealFrontend"; bBuildEditor = false; bCompileAgainstEngine = false; bCompileAgainstCoreUObject = true; bForceBuildTargetPlatforms = true; bCompileWithStatsWithoutEngine = true; bCompileWithPluginSupport = true; bHasExports = false; }
public LazyployLauncherTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LaunchModuleName = "LazyployLauncher"; AdditionalPlugins.Add("UdpMessaging"); LinkType = TargetLinkType.Modular; bUseMallocProfiler = false; bBuildWithEditorOnlyData = true; bCompileAgainstEngine = false; bCompileAgainstCoreUObject = true; bForceBuildTargetPlatforms = true; bCompileWithStatsWithoutEngine = true; bCompileWithPluginSupport = true; bHasExports = false; }
public CrashReportClientEditorTarget(TargetInfo Target) : base(Target) { LaunchModuleName = "CrashReportClientEditor"; AdditionalPlugins.Add("UdpMessaging"); AdditionalPlugins.Add("ConcertSyncServer"); bBuildWithEditorOnlyData = false; bCompileWithPluginSupport = true; // Enable Developer plugins (like Concert!) bBuildDeveloperTools = true; if (Target.Configuration == UnrealTargetConfiguration.Shipping && LinkType == TargetLinkType.Monolithic) { // DisasterRecovery/Concert needs message bus to run. If not enabled, Recovery Service will self-disable as well. In Shipping // message bus is turned off by default but for a monolithic build, it can be turned on just for this executable. GlobalDefinitions.Add("PLATFORM_SUPPORTS_MESSAGEBUS=1"); } }
public UnrealDisasterRecoveryServiceTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; LaunchModuleName = "UnrealDisasterRecoveryService"; AdditionalPlugins.Add("UdpMessaging"); AdditionalPlugins.Add("ConcertSyncServer"); // This app compiles against Core/CoreUObject, but not the Engine or Editor, so compile out Engine and Editor references from Core/CoreUObject bCompileAgainstCoreUObject = true; bCompileAgainstEngine = false; bBuildWithEditorOnlyData = false; // Enable Developer plugins (like Concert!) bCompileWithPluginSupport = true; bBuildDeveloperTools = true; // This app is a console application (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = true; }
public UnrealMultiUserServerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; LaunchModuleName = "UnrealMultiUserServer"; AdditionalPlugins.Add("UdpMessaging"); AdditionalPlugins.Add("ConcertSyncServer"); // This app compiles against Core/CoreUObject, but not the Engine or Editor, so compile out Engine and Editor references from Core/CoreUObject bCompileAgainstCoreUObject = true; bCompileAgainstEngine = false; bBuildWithEditorOnlyData = false; // Enable Developer plugins (like Concert!) bCompileWithPluginSupport = true; bBuildDeveloperTools = true; // The Multi-User server is meant to be a console application (no window), but on MacOS, to get a proper log console, a full application must be built. bIsBuildingConsoleApplication = Target.Platform != UnrealTargetPlatform.Mac; }
public TheWorldsEndTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; // need to do the rest ... if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64) { //bBuildAllPlugins = true; bUseCheckedPhysXLibraries = false; bUseShippingPhysXLibraries = true; bCompilePhysX = true; bCompileAPEX = true; bBuildRequiresCookedData = true; bUsesSteam = false; bCompileSpeedTree = true; bWithServerCode = false; bCompileWithStatsWithoutEngine = false; bCompileWithPluginSupport = true; bWithPerfCounters = false; bUseLoggingInShipping = false; bLoggingToMemoryEnabled = false; bUseLauncherChecks = false; bUseChecksInShipping = false; bCompileForSize = false; bForceCompileDevelopmentAutomationTests = false; bForceCompilePerformanceAutomationTests = false; bUseFastMonoCalls = true; bDisableDebugInfo = true; bDisableDebugInfoForGeneratedCode = true; bOmitPCDebugInfoInDevelopment = true; bEventDrivenLoader = true; bFormalBuild = true; AdditionalPlugins.Add("VoxelFarmPlugin"); } ExtraModuleNames.AddRange(new string[] { "TheWorldsEnd" }); }
public LazyployLauncherTarget(TargetInfo Target) { Type = TargetType.Program; AdditionalPlugins.Add("UdpMessaging"); }
public UnrealFrontendTarget(TargetInfo Target) { Type = TargetType.Program; AdditionalPlugins.Add("UdpMessaging"); }
public AllarBuilderTarget(TargetInfo Target) { Type = TargetType.Program; AdditionalPlugins.Add("UdpMessaging"); }
public UnrealHeaderToolTarget(TargetInfo Target) { Type = TargetType.Program; AdditionalPlugins.Add("ScriptGeneratorPlugin"); }
public UnrealLightmassTarget(TargetInfo Target) { Type = TargetType.Program; AdditionalPlugins.Add("UdpMessaging"); }