public ShooterGameEditorTarget(TargetInfo Target) : base(Target) { Type = TargetType.Editor; ShooterGame.SetupISPCRules(this); ExtraModuleNames.Add("ShooterGame"); }
public ShooterGameTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; bUsesSteam = true; ShooterGame.SetupISPCRules(this); 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"); } }