Exemplo n.º 1
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");
    }
    public UnrealMultiUserServerTarget(TargetInfo Target) : base(Target)
    {
        Type             = TargetType.Program;
        LinkType         = TargetLinkType.Modular;
        LaunchModuleName = "UnrealMultiUserServer";
        AdditionalPlugins.Add("UdpMessaging");
        AdditionalPlugins.Add("ConcertMain");
        AdditionalPlugins.Add("ConcertSyncServer");

        // Lean and mean also override the build developer switch, so just set all the switch it sets manually since we want developer tools (i.e. concert plugins)
        //bCompileLeanAndMeanUE = true;
        bCompileSpeedTree = 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;

        // enable build tools
        bBuildDeveloperTools = true;

        bCompileAgainstCoreUObject = true;
        bCompileWithPluginSupport  = true;

        // UnrealMultiUserServer is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
        bIsBuildingConsoleApplication = true;
    }
Exemplo n.º 3
0
 public UnrealFrontendTarget(TargetInfo Target) : base(Target)
 {
     Type     = TargetType.Program;
     LinkType = TargetLinkType.Modular;
     AdditionalPlugins.Add("UdpMessaging");
     LaunchModuleName = "UnrealFrontend";
 }
 public LazyployLauncherTarget(TargetInfo Target) : base(Target)
 {
     Type             = TargetType.Program;
     LaunchModuleName = "LazyployLauncher";
     AdditionalPlugins.Add("UdpMessaging");
     LinkType = TargetLinkType.Modular;
 }
 public HelloWorldEditorTarget(TargetInfo Target)
 {
     Type = TargetType.Editor;
     AdditionalPlugins.Add("TestPlugin");
     Dev.Build.Log("Message Here");
     //PublicDependencyModuleNames.AddRange(new string[] { "TestPlugin" });
     // throw new NotImplementedException();
 }
 public UnrealLaunchDaemonTarget(TargetInfo Target)
 {
     Type       = TargetType.Program;
     bUsesSlate = false;
     //PlatformType = TargetRules.TargetPlatformType.Mobile;
     //bRequiresUnrealHeaderGeneration = true;
     AdditionalPlugins.Add("UdpMessaging");
 }
    public UnrealLaunchDaemonTarget(TargetInfo Target) : base(Target)
    {
        Type       = TargetType.Program;
        LinkType   = TargetLinkType.Monolithic;
        bUsesSlate = false;
        //PlatformType = TargetRules.TargetPlatformType.Mobile;
        //bRequiresUnrealHeaderGeneration = true;
        AdditionalPlugins.Add("UdpMessaging");

        LaunchModuleName = "UnrealLaunchDaemon";
    }
    public UnrealLaunchDaemonTarget(TargetInfo Target) : base(Target)
    {
        Type       = TargetType.Program;
        LinkType   = TargetLinkType.Monolithic;
        bUsesSlate = false;
        //PlatformType = TargetRules.TargetPlatformType.Mobile;
        //bRequiresUnrealHeaderGeneration = true;
        AdditionalPlugins.Add("UdpMessaging");

        LaunchModuleName = "UnrealLaunchDaemon";

        bBuildDeveloperTools  = false;
        bCompileAgainstEngine = false;

        bHasExports = false;
    }
Exemplo n.º 9
0
    public UnrealFrontendTarget(TargetInfo Target) : base(Target)
    {
        Type     = TargetType.Program;
        LinkType = TargetLinkType.Modular;
        AdditionalPlugins.Add("UdpMessaging");
        LaunchModuleName = "UnrealFrontend";

        bBuildEditor                   = false;
        bCompileAgainstEngine          = false;
        bCompileAgainstCoreUObject     = true;
        bForceBuildTargetPlatforms     = true;
        bCompileWithStatsWithoutEngine = true;
        bCompileWithPluginSupport      = true;

        bHasExports = false;
    }
Exemplo n.º 10
0
    public LazyployLauncherTarget(TargetInfo Target) : base(Target)
    {
        Type             = TargetType.Program;
        LaunchModuleName = "LazyployLauncher";
        AdditionalPlugins.Add("UdpMessaging");
        LinkType = TargetLinkType.Modular;

        bUseMallocProfiler       = false;
        bBuildWithEditorOnlyData = true;

        bCompileAgainstEngine          = false;
        bCompileAgainstCoreUObject     = true;
        bForceBuildTargetPlatforms     = true;
        bCompileWithStatsWithoutEngine = true;
        bCompileWithPluginSupport      = true;

        bHasExports = false;
    }
    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 UnrealDisasterRecoveryServiceTarget(TargetInfo Target) : base(Target)
    {
        Type             = TargetType.Program;
        LinkType         = TargetLinkType.Modular;
        LaunchModuleName = "UnrealDisasterRecoveryService";
        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;

        // This app is a console application (sets entry point to main(), instead of WinMain())
        bIsBuildingConsoleApplication = true;
    }
    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;
    }
    public TheWorldsEndTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;

        // need to do the rest ...
        if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
        {
            //bBuildAllPlugins = true;

            bUseCheckedPhysXLibraries  = false;
            bUseShippingPhysXLibraries = true;
            bCompilePhysX            = true;
            bCompileAPEX             = true;
            bBuildRequiresCookedData = true;
            bUsesSteam        = false;
            bCompileSpeedTree = true;
            bWithServerCode   = false;
            bCompileWithStatsWithoutEngine = false;
            bCompileWithPluginSupport      = true;
            bWithPerfCounters       = false;
            bUseLoggingInShipping   = false;
            bLoggingToMemoryEnabled = false;
            bUseLauncherChecks      = false;
            bUseChecksInShipping    = false;
            bCompileForSize         = false;
            bForceCompileDevelopmentAutomationTests = false;
            bForceCompilePerformanceAutomationTests = false;
            bUseFastMonoCalls = true;
            bDisableDebugInfo = true;
            bDisableDebugInfoForGeneratedCode = true;
            bOmitPCDebugInfoInDevelopment     = true;
            bEventDrivenLoader = true;
            bFormalBuild       = true;

            AdditionalPlugins.Add("VoxelFarmPlugin");
        }

        ExtraModuleNames.AddRange(new string[] { "TheWorldsEnd" });
    }
 public LazyployLauncherTarget(TargetInfo Target)
 {
     Type = TargetType.Program;
     AdditionalPlugins.Add("UdpMessaging");
 }
Exemplo n.º 16
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 public UnrealFrontendTarget(TargetInfo Target)
 {
     Type = TargetType.Program;
     AdditionalPlugins.Add("UdpMessaging");
 }
Exemplo n.º 17
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 public AllarBuilderTarget(TargetInfo Target)
 {
     Type = TargetType.Program;
     AdditionalPlugins.Add("UdpMessaging");
 }
Exemplo n.º 18
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 public UnrealHeaderToolTarget(TargetInfo Target)
 {
     Type = TargetType.Program;
     AdditionalPlugins.Add("ScriptGeneratorPlugin");
 }
 public UnrealLightmassTarget(TargetInfo Target)
 {
     Type = TargetType.Program;
     AdditionalPlugins.Add("UdpMessaging");
 }