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"); }
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"); }
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"); }
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; }
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; }
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(); } }
public override void SetupGlobalEnvironment( TargetInfo Target, ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration, ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration ) { UEBuildConfiguration.bForceEnableExceptions = true; }
public override void SetupGlobalEnvironment( TargetInfo Target, ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration, ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration ) { UEBuildConfiguration.bWithPerfCounters = true; }
public override void SetupGlobalEnvironment( TargetInfo Target, ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration, ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration ) { UEBuildConfiguration.bCompileSteamOSS = false; UEBuildConfiguration.bCompileCEF3 = false; }
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; }
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"); }
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; }
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; }
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; }
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;*/ } }
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; }
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; }
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;*/ } }