예제 #1
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        if (UnrealBuildTool.UnrealBuildTool.BuildingRocket())
        {
            UEBuildConfiguration.bCompileLeanAndMeanUE = true;

            // Don't need editor or editor only data
            UEBuildConfiguration.bBuildEditor             = false;
            UEBuildConfiguration.bBuildWithEditorOnlyData = false;

            UEBuildConfiguration.bCompileAgainstEngine = true;

            // no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
            OutLinkEnvironmentConfiguration.bHasExports = false;
        }
        else
        {
            // Tag it as a UE4Game build
            OutCPPEnvironmentConfiguration.Definitions.Add("UE4GAME=1");
        }
    }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        // Turn off various third party features we don't need

        // Currently we force Lean and Mean mode
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;
        UEBuildConfiguration.bBuildWithEditorOnlyData   = true;

        // Never use malloc profiling in ShaderCompileWorker.
        BuildConfiguration.bUseMallocProfiler = false;

        // Force all shader formats to be built and included.
        UEBuildConfiguration.bForceBuildShaderFormats = true;

        // ShaderCompileWorker is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;

        // Disable logging, as the workers are spawned often and logging will just slow them down
        OutCPPEnvironmentConfiguration.Definitions.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.
        OutCPPEnvironmentConfiguration.Definitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
    }
예제 #3
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        // Lean and mean
        UEBuildConfiguration.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.
        BuildConfiguration.bUseMallocProfiler = false;

        // No editor needed
        UEBuildConfiguration.bBuildEditor = false;
        // Editor-only data, however, is needed
        UEBuildConfiguration.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
        UEBuildConfiguration.bCompileAgainstEngine = false;

        // Force execption handling across all modules.
        UEBuildConfiguration.bForceEnableExceptions = true;

        // Plugin support
        UEBuildConfiguration.bCompileWithPluginSupport = true;
        UEBuildConfiguration.bBuildDeveloperTools      = true;

        // UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;

        OutCPPEnvironmentConfiguration.Definitions.Add("HACK_HEADER_GENERATOR=1");
    }
예제 #4
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        OutCPPEnvironmentConfiguration.Definitions.Add("WITH_DATABASE_SUPPORT=1");

        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // Don't need editor
        UEBuildConfiguration.bBuildEditor = false;

        // SymbolDebugger doesn't ever compile with the engine linked in
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;

        UEBuildConfiguration.bIncludeADO = true;

        // SymbolDebugger.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
        // the linker.
        OutLinkEnvironmentConfiguration.bHasExports = false;

        // Do NOT produce additional console app exe
        OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
    }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // Don't need editor
        UEBuildConfiguration.bBuildEditor = false;

        // CrashReportClient doesn't ever compile with the engine linked in
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = true;
        UEBuildConfiguration.bUseLoggingInShipping      = true;
        UEBuildConfiguration.bCompileSteamOSS           = false;

        UEBuildConfiguration.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)
        {
            UEBuildConfiguration.bCompileICU = false;
        }

        // CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
        // the linker.
        OutLinkEnvironmentConfiguration.bHasExports = false;

        // Do NOT produce additional console app exe
        OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;

        OutCPPEnvironmentConfiguration.Definitions.Add("USE_CHECKS_IN_SHIPPING=1");
    }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        // Lean and mean
        //UEBuildConfiguration.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.
        BuildConfiguration.bUseMallocProfiler = false;

        // No editor needed
        UEBuildConfiguration.bBuildEditor = false;
        // Editor-only data, however, is needed
        UEBuildConfiguration.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
        UEBuildConfiguration.bCompileAgainstEngine          = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject     = true;
        UEBuildConfiguration.bForceBuildTargetPlatforms     = true;
        UEBuildConfiguration.bCompileWithStatsWithoutEngine = true;
        UEBuildConfiguration.bCompileWithPluginSupport      = true;

        OutLinkEnvironmentConfiguration.bHasExports = false;
    }
    // TargetRules interface.

    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;
        UEBuildConfiguration.bCompileICU           = false;

        // Don't need editor
        UEBuildConfiguration.bBuildEditor = false;

        // MinidumpDiagnostics doesn't ever compile with the engine linked in
        UEBuildConfiguration.bCompileAgainstEngine = false;

        UEBuildConfiguration.bIncludeADO = false;
        //UEBuildConfiguration.bCompileICU = false;

        // MinidumpDiagnostics.exe has no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
        OutLinkEnvironmentConfiguration.bHasExports = false;

        // Do NOT produce additional console app exe
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;

        OutCPPEnvironmentConfiguration.Definitions.Add("MINIDUMPDIAGNOSTICS=1");
        OutCPPEnvironmentConfiguration.Definitions.Add("NOINITCRASHREPORTER=1");
    }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        // Turn off various third party features we don't need

        // Currently we force Lean and Mean mode
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;
        UEBuildConfiguration.bBuildWithEditorOnlyData   = true;

        // Never use malloc profiling in CEFSubProcess.
        BuildConfiguration.bUseMallocProfiler = false;

        // Force all shader formats to be built and included.
        //UEBuildConfiguration.bForceBuildShaderFormats = true;

        // CEFSubProcess is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = false;

        // Do NOT produce additional console app exe
        OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;

        // Disable logging, as the sub processes are spawned often and logging will just slow them down
        OutCPPEnvironmentConfiguration.Definitions.Add("ALLOW_LOG_FILE=0");
    }
예제 #9
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // Don't need editor
        UEBuildConfiguration.bBuildEditor = false;

        // SlateViewer doesn't ever compile with the engine linked in
        UEBuildConfiguration.bCompileAgainstEngine = false;

        // We need CoreUObject compiled in as the source code access module requires it
        UEBuildConfiguration.bCompileAgainstCoreUObject = true;

        UEBuildConfiguration.bCompileWithStatsWithoutEngine = true;

        // SlateViewer.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
        // the linker.
        OutLinkEnvironmentConfiguration.bHasExports = false;

        // Do NOT produce additional console app exe
        OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
    }
예제 #10
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        // Lean and mean
        UEBuildConfiguration.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.
        BuildConfiguration.bUseMallocProfiler = false;

        // No editor needed
        UEBuildConfiguration.bBuildEditor = false;
        // Editor-only data, however, is needed
        UEBuildConfiguration.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
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;

        // UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
    }
예제 #11
0
 public override void SetupGlobalEnvironment(
     TargetInfo Target,
     ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
     ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
     )
 {
 }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // Don't need editor
        UEBuildConfiguration.bBuildEditor = false;

        // CrashReportClient doesn't ever compile with the engine linked in
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = true;
        UEBuildConfiguration.bUseLoggingInShipping      = true;
        UEBuildConfiguration.bCompileSteamOSS           = false;

        UEBuildConfiguration.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)
        {
            UEBuildConfiguration.bCompileICU = false;
        }

        // CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
        // the linker.
        OutLinkEnvironmentConfiguration.bHasExports = false;

        UEBuildConfiguration.bUseChecksInShipping = true;

        // Epic Games Launcher needs to run on OS X 10.9, so CrashReportClient needs this as well
        OutCPPEnvironmentConfiguration.bEnableOSX109Support = true;
    }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        // UnrealCodeAnalyzer is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;

        // Lean and mean
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // No editor needed
        UEBuildConfiguration.bBuildEditor = false;

        // Do not link against CoreUObject
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;

        // Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
        UEBuildConfiguration.bCompileAgainstEngine = false;

        if (Target.Platform == UnrealTargetPlatform.Win32)
        {
            // Clean up some warnings issued by cl.exe when compiling llvm/clang source headers.
            StringBuilder ExtraArguments = new StringBuilder();

            // Unreferenced formal parameter.
            ExtraArguments.Append(" /wd4100");

            // Unary minus operator applied to unsigned type, result still unsigned.
            ExtraArguments.Append(" /wd4146");

            // Conversion from <type> to <type>, possible loss of data.
            ExtraArguments.Append(" /wd4244");

            // Conditional expression is constant.
            ExtraArguments.Append(" /wd4127");

            // Default constructor could not be generated.
            ExtraArguments.Append(" /wd4510");

            // Assignment operator could not be generated.
            ExtraArguments.Append(" /wd4512");

            // <struct> can never be instantiated - user defined constructor required.
            ExtraArguments.Append(" /wd4610");

            // Destructor could not be generated because a base class destructor is inaccessible or deleted.
            ExtraArguments.Append(" /wd4624");

            // Unreachable code.
            ExtraArguments.Append(" /wd4702");

            // Forcing value to bool 'true' or 'false' (performance warning).
            ExtraArguments.Append(" /wd4800");

            OutCPPEnvironmentConfiguration.AdditionalArguments += ExtraArguments.ToString();
        }
    }
예제 #14
0
 public override void SetupGlobalEnvironment(
     TargetInfo Target,
     ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
     ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
     )
 {
     UEBuildConfiguration.bForceEnableExceptions = true;
 }
예제 #15
0
 public override void SetupGlobalEnvironment(
     TargetInfo Target,
     ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
     ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
     )
 {
     UEBuildConfiguration.bWithPerfCounters = true;
 }
예제 #16
0
 public override void SetupGlobalEnvironment(
     TargetInfo Target,
     ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
     ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
     )
 {
     UEBuildConfiguration.bCompileSteamOSS = false;
     UEBuildConfiguration.bCompileCEF3     = false;
 }
예제 #17
0
 public override void SetupGlobalEnvironment(
     TargetInfo Target,
     ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
     ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
     )
 {
     if (UnrealBuildTool.UnrealBuildTool.BuildingRocket())
     {
         // no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
         OutLinkEnvironmentConfiguration.bHasExports = false;
     }
 }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;
        UEBuildConfiguration.bBuildEditor          = false;
        UEBuildConfiguration.bCompileAgainstEngine = false;

        OutLinkEnvironmentConfiguration.bHasExports = false;
    }
예제 #19
0
 public override void SetupGlobalEnvironment(TargetInfo Target, ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration, ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration)
 {
     OutCPPEnvironmentConfiguration.Definitions.Add("GARLIC_HEAP_SIZE=(2600ULL * 1024 * 1024)");
     OutCPPEnvironmentConfiguration.Definitions.Add("ONION_HEAP_SIZE=(200ULL * 1024 * 1024)");
     OutCPPEnvironmentConfiguration.Definitions.Add("RESERVED_MEMORY_SIZE=(1ULL * 1024 * 1024)");
     OutCPPEnvironmentConfiguration.Definitions.Add("LIBC_MALLOC_SIZE=(32ULL * 1024 * 1024)");
     OutCPPEnvironmentConfiguration.Definitions.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.
     OutCPPEnvironmentConfiguration.Definitions.Add("UE4_PROJECT_NPTITLEID=NPXX51358_00");
     OutCPPEnvironmentConfiguration.Definitions.Add("UE4_PROJECT_NPTITLESECRET=81ae213eafbc64777574955bf921c9be3c60a3bddef70c357d8fe49ad64e0d0402d2249de390174832c5e4098114c93c33705b597cfbe9b1153d58fe9fae1f0de1466daf18ef25d06122cff7c95bde07bc060109e20c865305692dfbf9d7b726460893c4abd86dc9e8fd6b5db7dca4ffd4eefcb1771baccd576109bea862d6d4");
 }
예제 #20
0
 public override void SetupGlobalEnvironment(
     TargetInfo Target,
     ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
     ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration)
 {
     UEBuildConfiguration.bBuildEditor               = false;
     UEBuildConfiguration.bCompileAgainstEngine      = false;
     UEBuildConfiguration.bCompileAgainstCoreUObject = false;
     UEBuildConfiguration.bCompileLeanAndMeanUE      = true;
     UEBuildConfiguration.bUseLoggingInShipping      = true;
     UEBuildConfiguration.bUseChecksInShipping       = true;
     OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
     OutLinkEnvironmentConfiguration.bHasExports = false;
 }
예제 #21
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration)
    {
        UEBuildConfiguration.bBuildEditor                   = false;
        UEBuildConfiguration.bCompileAgainstEngine          = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject     = true;
        UEBuildConfiguration.bForceBuildTargetPlatforms     = true;
        UEBuildConfiguration.bCompileWithStatsWithoutEngine = true;
        UEBuildConfiguration.bCompileWithPluginSupport      = true;

        OutLinkEnvironmentConfiguration.bHasExports = false;
    }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration)
    {
        UEBuildConfiguration.bBuildEditor               = false;
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;
        UEBuildConfiguration.bCompileLeanAndMeanUE      = true;

        OutCPPEnvironmentConfiguration.Definitions.Add("WITH_BUILDPATCHGENERATION=1");

        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
        OutLinkEnvironmentConfiguration.bHasExports = false;
    }
    //
    // TargetRules interface.
    //

    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        BuildConfiguration.bUseUnityBuild     = false;
        BuildConfiguration.bUseSharedPCHs     = false;
        BuildConfiguration.bUseMallocProfiler = false;

        // Disable all parts of the editor.
        UEBuildConfiguration.bCompileLeanAndMeanUE      = true;
        UEBuildConfiguration.bCompileICU                = false;
        UEBuildConfiguration.bBuildEditor               = false;
        UEBuildConfiguration.bBuildWithEditorOnlyData   = false;
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;
    }
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;
        BuildConfiguration.bUseMallocProfiler      = false;

        // No editor needed
        UEBuildConfiguration.bCompileICU  = false;
        UEBuildConfiguration.bBuildEditor = false;
        // Editor-only data, however, is needed
        UEBuildConfiguration.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
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;
    }
예제 #25
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        // Lean and mean
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // No editor or editor-only data is needed
        UEBuildConfiguration.bBuildEditor = false;
        //UEBuildConfiguration.bBuildWithEditorOnlyData = false;

        // Compile out references from Core to the rest of the engine
        UEBuildConfiguration.bCompileAgainstEngine      = false;        // compiling without engine is broken (overridden functions do not override base class)
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;

        // Make a console application under Windows, so entry point is main() everywhere
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
    }
예제 #26
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        if (Target.Platform == UnrealTargetPlatform.IOS)
        {
            // to make World Explorers as small as possible we excluded some items from the engine.
            // uncomment below to make a smaller iOS build

            /*bCompileRecast = false;
            *  bCompileSpeedTree = false;
            *  bCompileAPEX = false;
            *  bCompileLeanAndMeanUE = true;
            *  bCompilePhysXVehicle = false;
            *  bCompileFreeType = false;
            *  bCompileForSize = true;*/
        }
    }
예제 #27
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;

        // Don't need editor
        UEBuildConfiguration.bBuildEditor = false;

        // DsymExporter doesn't ever compile with the engine linked in
        UEBuildConfiguration.bCompileAgainstEngine = false;

        // DsymExporter has no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
        OutLinkEnvironmentConfiguration.bHasExports = false;

        // Do NOT produce additional console app exe
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
    }
예제 #28
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        UEBuildConfiguration.bCompileLeanAndMeanUE = true;
        BuildConfiguration.bUseMallocProfiler      = false;

        // No editor needed
        UEBuildConfiguration.bBuildEditor = false;
        // Editor-only data, however, is needed
        UEBuildConfiguration.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
        UEBuildConfiguration.bCompileAgainstEngine      = false;
        UEBuildConfiguration.bCompileAgainstCoreUObject = false;

        // UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
        OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
    }
    //
    // TargetRules interface.
    //

    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        bCompileLeanAndMeanUE = true;
        bUseMallocProfiler    = false;

        // No editor needed
        bCompileICU  = false;
        bBuildEditor = false;
        // Editor-only data, however, is 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;

        // We still need to support old versions of the engine that are compatible with OS X 10.9
        OutCPPEnvironmentConfiguration.bEnableOSX109Support = true;
    }
예제 #30
0
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
        if (UnrealBuildTool.UnrealBuildTool.BuildingRocket())
        {
            UEBuildConfiguration.bCompileLeanAndMeanUE = true;

            // Don't need editor or editor only data
            UEBuildConfiguration.bBuildEditor             = false;
            UEBuildConfiguration.bBuildWithEditorOnlyData = false;

            UEBuildConfiguration.bCompileAgainstEngine = true;

            // no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
            OutLinkEnvironmentConfiguration.bHasExports = false;
        }
        else
        {
            // Tag it as a UE4Game build
            OutCPPEnvironmentConfiguration.Definitions.Add("UE4GAME=1");
        }
        if (Target.Platform == UnrealTargetPlatform.IOS)
        {
            // to make World Explorers as small as possible we excluded some items from the engine.
            // uncomment below to make a smaller iOS build

            /*UEBuildConfiguration.bCompileRecast = false;
            *  UEBuildConfiguration.bCompileSpeedTree = false;
            *  UEBuildConfiguration.bCompileAPEX = false;
            *  UEBuildConfiguration.bCompileLeanAndMeanUE = true;
            *  UEBuildConfiguration.bCompilePhysXVehicle = false;
            *  UEBuildConfiguration.bCompileFreeType = false;
            *  UEBuildConfiguration.bCompileForSize = true;*/
        }
    }