34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using UnrealBuildTool;
|
|
using System.Collections.Generic;
|
|
|
|
public class UnrealMultiUserServerTarget : TargetRules
|
|
{
|
|
public UnrealMultiUserServerTarget(TargetInfo Target) : base(Target)
|
|
{
|
|
Type = TargetType.Program;
|
|
LinkType = TargetLinkType.Modular;
|
|
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
|
|
LaunchModuleName = "UnrealMultiUserServer";
|
|
AdditionalPlugins.Add("UdpMessaging");
|
|
AdditionalPlugins.Add("QuicMessaging");
|
|
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;
|
|
|
|
GlobalDefinitions.Add("UE_LOG_CONCERT_DEBUG_VERBOSITY_LEVEL=Log");
|
|
bEnableTrace = true;
|
|
}
|
|
}
|