Files
UnrealEngine/Engine/Source/Programs/UnrealLightmass/UnrealLightmass.Target.cs
2025-05-18 13:04:45 +08:00

43 lines
1.5 KiB
C#

// 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");
}
}