コード例 #1
0
    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");
    }
コード例 #2
0
    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);
    }
コード例 #3
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    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");
    }
コード例 #4
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    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");
    }
コード例 #5
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    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;
    }
コード例 #6
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    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");
    }
コード例 #7
0
    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");
    }
コード例 #8
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 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");
 }
コード例 #9
0
    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");
    }
コード例 #10
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 void AddConfigMacro(string Prefix, string Value)
 {
     if (!string.IsNullOrEmpty(Value) && !GlobalDefinitions.Any(x => x.StartsWith(Prefix, StringComparison.Ordinal)))
     {
         GlobalDefinitions.Add(Prefix + Value);
     }
 }
コード例 #11
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    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;
    }
コード例 #12
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    /// <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");
    }
コード例 #13
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    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" });
    }
コード例 #14
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    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"));
    }
コード例 #15
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    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\"");
    }
コード例 #16
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    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");
    }
コード例 #17
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    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.
    }
コード例 #18
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    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");
        }
    }
コード例 #20
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    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");
    }
コード例 #21
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    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");
    }
コード例 #22
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    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");
        }
    }
コード例 #23
0
ファイル: GameTarget.cs プロジェクト: yf885188/FlaxEngine
        /// <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");
        }
コード例 #24
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    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");
    }
コード例 #25
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    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");
    }
コード例 #26
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    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;
    }
コード例 #27
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    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");
    }