// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.Collections.Generic; [SupportedPlatforms(UnrealPlatformClass.Desktop)] [SupportedConfigurations(UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development)] public class UnrealLightmassTarget : TargetRules { public UnrealLightmassTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Modular; IncludeOrderVersion = EngineIncludeOrderVersion.Latest; AdditionalPlugins.Add("UdpMessaging"); LaunchModuleName = "UnrealLightmass"; // Lean and mean bBuildDeveloperTools = 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; } // This app 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"); } }