// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.Collections.Generic; [SupportedPlatforms("Win64")] public class ChaosVisualDebuggerTarget : TargetRules { public ChaosVisualDebuggerTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "ChaosVisualDebugger"; BuildEnvironment = TargetBuildEnvironment.Unique; DefaultBuildSettings = BuildSettingsVersion.Latest; IncludeOrderVersion = EngineIncludeOrderVersion.Latest; bIsBuildingConsoleApplication = false; bCompileAgainstCoreUObject = true; bCompileAgainstEngine = true; bCompileAgainstEditor = true; bBuildWithEditorOnlyData = true; bUsesSlate = true; bEnableTrace = true; bUseLoggingInShipping = true; bCompileWithPluginSupport = true; bBuildDeveloperTools = true; // Disabled whatever we can and we don't need bCompilePython = false; bCompileICU = true; bCompileRecast = false; bUseGameplayDebugger = false; bCompileNavmeshClusterLinks = false; bCompileNavmeshSegmentLinks = false; bWithLiveCoding = false; bIncludePluginsForTargetPlatforms = false; OptedInModulePlatforms = new UnrealTargetPlatform[] { UnrealTargetPlatform.Win64 }; AdditionalPlugins.AddRange(new string[] { "ChaosVD", "GeometryProcessing", "PropertyAccessEditor" }); EnablePlugins.Add("GeometryProcessing"); EnablePlugins.Add("ChaosVD"); EnablePlugins.Add("PropertyAccessEditor"); GlobalDefinitions.Add("AUTOSDKS_ENABLED=0"); GlobalDefinitions.Add("ASSETREGISTRY_FORCE_PREMADE_REGISTRY_IN_EDITOR=1"); GlobalDefinitions.Add("UE_IS_COOKED_EDITOR=1"); GlobalDefinitions.Add("UE_FORCE_USE_PAKS=1"); GlobalDefinitions.Add("UE_FORCE_USE_IOSTORE=0"); // this will allow shader compiling to work based on whether or not the shaders directory is present // to determine if we should allow shader compilation GlobalDefinitions.Add("UE_ALLOW_SHADER_COMPILING_BASED_ON_SHADER_DIRECTORY_EXISTENCE=1"); GlobalDefinitions.Add("UE_TRACE_SERVER_LAUNCH_ENABLED=1"); GlobalDefinitions.Add("UE_TRACE_SERVER_CONTROLS_ENABLED=1"); } }