public MinidumpDiagnosticsTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "MinidumpDiagnostics"; bCompileLeanAndMeanUE = true; bCompileICU = false; // Don't need editor bBuildEditor = false; // MinidumpDiagnostics doesn't ever compile with the engine linked in bCompileAgainstEngine = false; bIncludeADO = false; //bCompileICU = false; // MinidumpDiagnostics.exe has no exports, so no need to verify that a .lib and .exp file was emitted by the linker. bHasExports = false; // Do NOT produce additional console app exe bIsBuildingConsoleApplication = true; GlobalDefinitions.Add("MINIDUMPDIAGNOSTICS=1"); GlobalDefinitions.Add("NOINITCRASHREPORTER=1"); }
public DatasmithFacadeCSharpTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; SolutionDirectory = Path.Combine("Programs", "Datasmith"); bBuildInSolutionByDefault = false; LaunchModuleName = "DatasmithFacadeCSharp"; ExeBinariesSubFolder = "DatasmithFacadeCSharp"; bShouldCompileAsDLL = true; LinkType = TargetLinkType.Monolithic; bBuildDeveloperTools = false; bUseMallocProfiler = false; bBuildWithEditorOnlyData = true; bCompileAgainstEngine = false; bCompileAgainstCoreUObject = true; bCompileICU = false; bUsesSlate = true; bHasExports = true; bForceEnableExceptions = true; /** * We can't use a external debugger without the necessary DLLs * It cause some issues when initializing a engine loop with a foreign engine dir that is not specified during the static initialization */ GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0"); AddPreBuildSteps(Target.Platform); AddPostBuildSteps(Target.Platform); }
public EmbeddedClientTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; UndecoratedConfiguration = UnrealTargetConfiguration.Shipping; LaunchModuleName = "EmbeddedClient"; // No editor needed bBuildWithEditorOnlyData = false; bLegalToDistributeBinary = true; bBuildDeveloperTools = false; bCompileAgainstEngine = false; bCompileAgainstCoreUObject = true; bUseLoggingInShipping = true; // the linker. bHasExports = false; bUseChecksInShipping = true; GlobalDefinitions.Add("WITH_EDITOR=0"); GlobalDefinitions.Add("PLATFORM_DESKTOP=0"); }
public UnrealHeaderToolTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; LaunchModuleName = "UnrealHeaderTool"; // 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; bCompileICU = 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; bCompileAgainstApplicationCore = false; // Force execption handling across all modules. bForceEnableExceptions = true; // Plugin support bCompileWithPluginSupport = true; bBuildDeveloperTools = true; // UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = true; GlobalDefinitions.Add("HACK_HEADER_GENERATOR=1"); GlobalDefinitions.Add("USE_LOCALIZED_PACKAGE_CACHE=0"); }
public SymbolDebuggerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "SymbolDebugger"; ExtraModuleNames.Add("EditorStyle"); GlobalDefinitions.Add("WITH_DATABASE_SUPPORT=1"); bCompileLeanAndMeanUE = true; // Don't need editor bBuildEditor = false; // SymbolDebugger doesn't ever compile with the engine linked in bCompileAgainstEngine = false; bCompileAgainstCoreUObject = true; bIncludeADO = true; // SymbolDebugger.exe has no exports, so no need to verify that a .lib and .exp file was emitted by // the linker. bHasExports = false; }
public UnrealPakViewerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPakViewer"; // Lean and mean bCompileLeanAndMeanUE = true; // 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; // No editor needed bBuildEditor = 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 = true; // UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = false; bUseLoggingInShipping = true; GlobalDefinitions.Add("NOINITCRASHREPORTER=1"); }
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 GDKShooterTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; ExtraModuleNames.Add("GDKShooter"); // TODO: UNR-1791 for long-term fix GlobalDefinitions.Add("UE_ALLOW_MAP_OVERRIDE_IN_SHIPPING=1"); }
public MinidumpDiagnosticsTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "MinidumpDiagnostics"; bBuildDeveloperTools = false; bCompileICU = false; // MinidumpDiagnostics doesn't ever compile with the engine linked in bCompileAgainstEngine = false; //bCompileICU = false; // MinidumpDiagnostics.exe has no exports, so no need to verify that a .lib and .exp file was emitted by the linker. bHasExports = false; // Do NOT produce additional console app exe bIsBuildingConsoleApplication = true; // Need to disable the bundled version of dbghelp so that CrashDebugHelper can load dbgeng.dll. WindowsPlatform.bUseBundledDbgHelp = false; GlobalDefinitions.Add("MINIDUMPDIAGNOSTICS=1"); GlobalDefinitions.Add("NOINITCRASHREPORTER=1"); }
void AddConfigMacro(string Prefix, string Value) { if (!string.IsNullOrEmpty(Value) && !GlobalDefinitions.Any(x => x.StartsWith(Prefix, StringComparison.Ordinal))) { GlobalDefinitions.Add(Prefix + Value); } }
public UnrealCEFSubProcessTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealCEFSubProcess"; // Change the undecorated exe name to be the shipping one on windows UndecoratedConfiguration = UnrealTargetConfiguration.Shipping; // Turn off various third party features we don't need // Currently we force Lean and Mean mode bBuildDeveloperTools = false; // 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; bBuildWithEditorOnlyData = true; // Never use malloc profiling in CEFSubProcess. bUseMallocProfiler = false; // Force all shader formats to be built and included. //bForceBuildShaderFormats = true; // CEFSubProcess is a console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = false; // Disable logging, as the sub processes are spawned often and logging will just slow them down GlobalDefinitions.Add("ALLOW_LOG_FILE=0"); // Epic Games Launcher needs to run on OS X 10.9, so CEFSubProcess needs this as well bEnableOSX109Support = true; }
/// <inheritdoc /> public override void Init() { base.Init(); // Initialize IsEditor = true; OutputName = "FlaxEditor"; ConfigurationName = "Editor"; IsPreBuilt = false; Platforms = new[] { TargetPlatform.Windows, }; Architectures = new[] { TargetArchitecture.x64, }; GlobalDefinitions.Add("USE_EDITOR"); Win32ResourceFile = Path.Combine(Globals.EngineRoot, "Source", "FlaxEditor.rc"); Modules.Add("Editor"); Modules.Add("CSG"); Modules.Add("ShadowsOfMordor"); Modules.Add("ShadersCompilation"); Modules.Add("ContentExporters"); Modules.Add("ContentImporters"); }
public CrimsonMirrorTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; /* * This is our Steam App ID. */ GlobalDefinitions.Add("UE4_PROJECT_STEAMSHIPPINGID=1220770"); /* * This is used on SetProduct(), and should be the same as your Product Name * under Dedicated Game Server Information in Steamworks */ GlobalDefinitions.Add("UE4_PROJECT_STEAMPRODUCTNAME=\"CrimsonMirror\""); /* * This is used on SetModDir(), and should be the same as your Product Name * under Dedicated Game Server Information in Steamworks */ GlobalDefinitions.Add("UE4_PROJECT_STEAMGAMEDIR=\"CrimsonMirror\""); /* * This is what shows up under the game filter in Steam server browsers. */ GlobalDefinitions.Add("UE4_PROJECT_STEAMGAMEDESC=\"Crimson Mirror\""); bUsesSteam = true; ExtraModuleNames.AddRange(new string[] { "CrimsonMirror" }); }
public UnrealPakViewerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPakViewer"; SolutionDirectory = "MyPrograms"; DefaultBuildSettings = BuildSettingsVersion.V2; ExtraModuleNames.Add("EditorStyle"); // Lean and mean bBuildDeveloperTools = 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 = true; bUseLoggingInShipping = true; bCompileWithPluginSupport = false; bHasExports = false; GlobalDefinitions.Add("NOINITCRASHREPORTER=1"); GlobalDefinitions.Add(string.Format("UNREAL_PAK_VIEWER_VERSION=TEXT(\"{0}\")", "1.0")); }
public IronwasteTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; DefaultBuildSettings = BuildSettingsVersion.V2; ExtraModuleNames.Add("Ironwaste"); bUsesSteam = true; /* * This is our Steam App ID. */ GlobalDefinitions.Add("UE4_PROJECT_STEAMSHIPPINGID=480"); /* * This is used on SetProduct(), and should be the same as your Product Name * under Dedicated Game Server Information in Steamworks */ GlobalDefinitions.Add("UE_PROJECT_STEAMPRODUCTNAME=\"Ironwaste\""); /* * This is used on SetModDir(), and should be the same as your Product Name * under Dedicated Game Server Information in Steamworks */ GlobalDefinitions.Add("UE_PROJECT_STEAMGAMEDIR=\"Ironwaste\""); /* * This is what shows up under the game filter in Steam server browsers. */ GlobalDefinitions.Add("UE_PROJECT_STEAMGAMEDESC=\"Ironwaste Client\""); }
public ShaderCompileWorkerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; LaunchModuleName = "ShaderCompileWorker"; if (bUseXGEController && (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64) && Configuration == UnrealTargetConfiguration.Development) { // The interception interface in XGE requires that the parent and child processes have different filenames on disk. // To avoid building an entire separate worker just for this, we duplicate the ShaderCompileWorker in a post build step. const string SrcPath = "$(EngineDir)\\Binaries\\$(TargetPlatform)\\ShaderCompileWorker.exe"; const string DestPath = "$(EngineDir)\\Binaries\\$(TargetPlatform)\\XGEControlWorker.exe"; PostBuildSteps.Add(string.Format("echo Copying {0} to {1}", SrcPath, DestPath)); PostBuildSteps.Add(string.Format("copy /Y /B \"{0}\" /B \"{1}\" >nul:", SrcPath, DestPath)); AdditionalBuildProducts.Add(DestPath); } // Turn off various third party features we don't need // Currently we force Lean and Mean mode bBuildDeveloperTools = false; // ShaderCompileWorker isn't localized, so doesn't need ICU bCompileICU = false; // 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; bBuildWithEditorOnlyData = true; bCompileCEF3 = false; if (Target.Configuration == UnrealTargetConfiguration.Debug) { bDebugBuildsActuallyUseDebugCRT = true; } // Never use malloc profiling in ShaderCompileWorker. bUseMallocProfiler = false; // Force all shader formats to be built and included. bForceBuildShaderFormats = true; // ShaderCompileWorker is a console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = true; // Disable logging, as the workers are spawned often and logging will just slow them down GlobalDefinitions.Add("ALLOW_LOG_FILE=0"); // Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off. GlobalDefinitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0"); // Disable external profiling in ShaderCompiler to improve startup time GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0"); }
public RnDServerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Server; bUsesSteam = true; ExtraModuleNames.Add("RnD"); GlobalDefinitions.Add("UE4_PROJECT_STEAMSHIPPINGID=480"); GlobalDefinitions.Add("UE4_PROJECT_STEAMPRODUCTNAME=\"Spacewar\""); GlobalDefinitions.Add("UE4_PROJECT_STEAMGAMEDIR=\"Spacewar\""); // 보통 게임의 폴더명이며, 공백이나 기호는 포함되지 않습니다. 반드시 폴더명일 필요는 없습니다. GlobalDefinitions.Add("UE4_PROJECT_STEAMGAMEDESC=\"Cowboy: Dedicated Server\""); // Valve 에서는 프로젝트 전체 이름으로 설정할 것을 권장합니다. }
public GDKTestGymsServerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Server; ExtraModuleNames.Add("GDKTestGyms"); if (Environment.GetEnvironmentVariable("ImprobableNFRShipping") != null) { bUseLoggingInShipping = bEnableSpatialCmdlineInShipping = true; } if (Environment.GetEnvironmentVariable("ImprobableNFRStats") != null) { GlobalDefinitions.Add("FORCE_USE_STATS=1"); } }
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 CrashReportClientTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; UndecoratedConfiguration = UnrealTargetConfiguration.Shipping; LaunchModuleName = "CrashReportClient"; if (Target.Platform != UnrealTargetPlatform.Linux) { ExtraModuleNames.Add("EditorStyle"); } bOutputPubliclyDistributable = true; bCompileLeanAndMeanUE = true; // Don't need editor bBuildEditor = false; // CrashReportClient doesn't ever compile with the engine linked in bCompileAgainstEngine = false; bCompileAgainstCoreUObject = true; bUseLoggingInShipping = true; bIncludeADO = false; // Do not include ICU for Linux (this is a temporary workaround, separate headless CrashReportClient target should be created, see UECORE-14 for details). if (Target.Platform == UnrealTargetPlatform.Linux) { bCompileICU = false; } // CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by // the linker. bHasExports = false; bUseChecksInShipping = true; // Epic Games Launcher needs to run on OS X 10.9, so CrashReportClient needs this as well bEnableOSX109Support = true; GlobalDefinitions.Add("NOINITCRASHREPORTER=1"); }
public CrashReportClientTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; UndecoratedConfiguration = UnrealTargetConfiguration.Shipping; LaunchModuleName = "CrashReportClient"; if (Target.Platform != UnrealTargetPlatform.Linux) { ExtraModuleNames.Add("EditorStyle"); } bLegalToDistributeBinary = true; bBuildDeveloperTools = false; // CrashReportClient doesn't ever compile with the engine linked in bCompileAgainstEngine = false; bCompileAgainstCoreUObject = true; bUseLoggingInShipping = true; // CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by // the linker. bHasExports = false; bUseChecksInShipping = true; // Epic Games Launcher needs to run on OS X 10.9, so CrashReportClient needs this as well bEnableOSX109Support = true; // Need to disable the bundled version of dbghelp so that CrashDebugHelper can load dbgeng.dll. WindowsPlatform.bUseBundledDbgHelp = false; // Add the definitions from config files if (!string.IsNullOrWhiteSpace(TelemetryUrl)) { AddConfigMacro("CRC_TELEMETRY_URL=", string.Format("\"{0}\"", TelemetryUrl)); } AddConfigMacro("CRC_TELEMETRY_KEY_DEV=", TelemetryKey_Dev); AddConfigMacro("CRC_TELEMETRY_KEY_RELEASE=", TelemetryKey_Release); GlobalDefinitions.Add("NOINITCRASHREPORTER=1"); }
public ShooterGameTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; bUsesSteam = true; ExtraModuleNames.Add("ShooterGame"); if (Target.Platform == UnrealTargetPlatform.PS4) { GlobalDefinitions.Add("GARLIC_HEAP_SIZE=(2600ULL * 1024 * 1024)"); GlobalDefinitions.Add("ONION_HEAP_SIZE=(200ULL * 1024 * 1024)"); GlobalDefinitions.Add("RESERVED_MEMORY_SIZE=(1ULL * 1024 * 1024)"); GlobalDefinitions.Add("LIBC_MALLOC_SIZE=(32ULL * 1024 * 1024)"); GlobalDefinitions.Add("LIBC_MALLOC_SIZE=(32ULL * 1024 * 1024)"); //for a real game these could be behind a call to a virtual function defined in a partial class in a protected folder also. GlobalDefinitions.Add("UE4_PROJECT_NPTITLEID=NPXX51358_00"); GlobalDefinitions.Add("UE4_PROJECT_NPTITLESECRET=81ae213eafbc64777574955bf921c9be3c60a3bddef70c357d8fe49ad64e0d0402d2249de390174832c5e4098114c93c33705b597cfbe9b1153d58fe9fae1f0de1466daf18ef25d06122cff7c95bde07bc060109e20c865305692dfbf9d7b726460893c4abd86dc9e8fd6b5db7dca4ffd4eefcb1771baccd576109bea862d6d4"); } }
/// <inheritdoc /> public override void Init() { base.Init(); // Setup target properties IsEditor = true; OutputType = TargetOutputType.Library; Platforms = new[] { TargetPlatform.Windows, }; Architectures = new[] { TargetArchitecture.x64, TargetArchitecture.x86, }; ConfigurationName = "Editor"; GlobalDefinitions.Add("USE_EDITOR"); }
public HeadlessChaosTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; ExeBinariesSubFolder = "NotForLicensees"; LaunchModuleName = "HeadlessChaos"; bBuildDeveloperTools = false; // HeadlessChaos doesn't ever compile with the engine linked in bCompileAgainstEngine = false; bCompileAgainstCoreUObject = false; bHasExports = false; // UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = true; GlobalDefinitions.Add("CHAOS_SERIALIZE_OUT=1"); }
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; GlobalDefinitions.Add("UE_LOG_CONCERT_DEBUG_VERBOSITY_LEVEL=Log"); }
public WebRTCProxyTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LaunchModuleName = "WebRTCProxy"; GlobalDefinitions.Add("WEBRTC_WIN"); GlobalDefinitions.Add("INCL_EXTRA_HTON_FUNCTIONS"); ExeBinariesSubFolder = "../../Source/Programs/PixelStreaming/WebRTCProxy/bin"; // Lean and mean bBuildDeveloperTools = false; // No editor needed 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 bCompileAgainstEngine = false; bCompileAgainstCoreUObject = false; // Console application, not a Windows app (sets entry point to main(), instead of WinMain()) bIsBuildingConsoleApplication = true; }
public CrashReportClientTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; UndecoratedConfiguration = UnrealTargetConfiguration.Shipping; LaunchModuleName = "CrashReportClient"; if (Target.Platform != UnrealTargetPlatform.Linux) { ExtraModuleNames.Add("EditorStyle"); } bOutputPubliclyDistributable = true; bBuildDeveloperTools = false; // CrashReportClient doesn't ever compile with the engine linked in bCompileAgainstEngine = false; bCompileAgainstCoreUObject = true; bUseLoggingInShipping = true; // CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by // the linker. bHasExports = false; bUseChecksInShipping = true; // Epic Games Launcher needs to run on OS X 10.9, so CrashReportClient needs this as well bEnableOSX109Support = true; // Need to disable the bundled version of dbghelp so that CrashDebugHelper can load dbgeng.dll. WindowsPlatform.bUseBundledDbgHelp = false; GlobalDefinitions.Add("NOINITCRASHREPORTER=1"); }