public UEBuildEditor( string InGameName, UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, TargetRules InRulesObject, List <string> InAdditionalDefinitions, string InRemoteRoot, List <OnlyModule> InOnlyModules, bool bInEditorRecompile) // NOTE: If we're building a monolithic binary, then the game and engine code are linked together into one // program executable, so we want the application name to be the game name. In the case of a modular // binary, we use 'UnrealEngine' for our application name : base( InAppName: UEBuildTarget.GetBinaryBaseName( InGameName, InRulesObject, InPlatform, InConfiguration, (InRulesObject.Type == TargetRules.TargetType.Editor) ? "Editor" : "" ), InGameName: InGameName, InPlatform: InPlatform, InConfiguration: InConfiguration, InRulesObject: InRulesObject, InAdditionalDefinitions: InAdditionalDefinitions, InRemoteRoot: InRemoteRoot, InOnlyModules: InOnlyModules, bInEditorRecompile: bInEditorRecompile ) { }
public UEBuildGame( string InGameName, UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, TargetRules InRulesObject, List <string> InAdditionalDefinitions, string InRemoteRoot, List <OnlyModule> InOnlyModules, bool bInEditorRecompile) // NOTE: If we're building a monolithic binary, then the game and engine code are linked together into one // program executable, so we want the application name to be the game name. In the case of a modular // binary, we use 'UnrealEngine' for our application name : base( InAppName: UEBuildTarget.GetBinaryBaseName(InGameName, InRulesObject, InPlatform, InConfiguration, ""), InGameName: InGameName, InPlatform: InPlatform, InConfiguration: InConfiguration, InRulesObject: InRulesObject, InAdditionalDefinitions: InAdditionalDefinitions, InRemoteRoot: InRemoteRoot, InOnlyModules: InOnlyModules, bInEditorRecompile: bInEditorRecompile ) { if (ShouldCompileMonolithic()) { if ((UnrealBuildTool.IsDesktopPlatform(Platform) == false) || (Platform == UnrealTargetPlatform.WinRT) || (Platform == UnrealTargetPlatform.WinRT_ARM)) { // We are compiling for a console... // We want the output to go into the <GAME>\Binaries folder if (InRulesObject.bOutputToEngineBinaries == false) { for (int Index = 0; Index < OutputPaths.Length; Index++) { OutputPaths[Index] = OutputPaths[Index].Replace("Engine\\Binaries", InGameName + "\\Binaries"); } } } } }