本文整理汇总了C#中TargetInfo类的典型用法代码示例。如果您正苦于以下问题:C# TargetInfo类的具体用法?C# TargetInfo怎么用?C# TargetInfo使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
TargetInfo类属于命名空间,在下文中一共展示了TargetInfo类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Cascade
public Cascade(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Editor/DistCurveEditor/Public",
"Editor/UnrealEd/Public",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"InputCore",
"Engine",
"Slate",
"SlateCore",
"EditorStyle",
"DistCurveEditor",
"UnrealEd",
"RHI"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"PropertyEditor"
}
);
}
示例2: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileNetworkProfiler = false;
// Lean and mean
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine
// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.
BuildConfiguration.bUseMallocProfiler = false;
// No editor needed
UEBuildConfiguration.bBuildEditor = false;
// Editor-only data, however, is needed
UEBuildConfiguration.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
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
}
示例3: SceneOutliner
public SceneOutliner(TargetInfo Target)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"UnrealEd",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"LevelEditor"
}
);
}
示例4: MovieSceneCaptureDialog
public MovieSceneCaptureDialog(TargetInfo Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/MovieSceneCaptureDialog/Private"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"EditorStyle",
"Engine",
"InputCore",
"Json",
"JsonUtilities",
"MovieScene",
"MovieSceneCapture",
"PropertyEditor",
"SessionServices",
"Slate",
"SlateCore",
"UnrealEd",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"LevelEditor"
}
);
}
示例5: DirectShow
public DirectShow(TargetInfo Target)
{
Type = ModuleType.External;
if ((Target.Platform == UnrealTargetPlatform.Win64) ||
(Target.Platform == UnrealTargetPlatform.Win32))
{
string DirectShowLibPath = UEBuildConfiguration.UEThirdPartySourceDirectory
+ "DirectShow/DirectShow-1.0.0/Lib/" + ((Target.Platform == UnrealTargetPlatform.Win32) ? "Win32" : "Win64") + "/vs" + WindowsPlatform.GetVisualStudioCompilerVersionName() + "/";
PublicIncludePaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "DirectShow/DirectShow-1.0.0/src/Public");
PublicLibraryPaths.Add( DirectShowLibPath );
string LibraryName = "DirectShow";
if (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT)
{
LibraryName += "d";
}
if (Target.Platform == UnrealTargetPlatform.Win64)
{
LibraryName += "_64";
}
LibraryName += ".lib";
PublicAdditionalLibraries.Add(LibraryName);
}
}
示例6: AndroidDeviceProfileSelector
public AndroidDeviceProfileSelector(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Runtime/AndroidDeviceProfileSelector/Public",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/AndroidDeviceProfileSelector/Private",
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
}
);
}
示例7: BlockConstructorPlugin
public BlockConstructorPlugin(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
"BlockConstructorPlugin/Public",
"BlockConstructorPlugin/System",
"BlockConstructorPlugin/UI"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"BlockConstructorPlugin/Private"
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"Core",
"CoreUObject",
"Slate",
"UnrealEd"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"Projects",
"CoreUObject",
"InputCore",
"UnrealEd",
"LevelEditor",
"PropertyEditor",
"Slate",
"SlateCore"
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
示例8: AutomationController
public AutomationController(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"AutomationMessages",
"CoreUObject",
"Networking",
"UnrealEdMessages",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"Messaging",
}
);
PrivateIncludePaths.AddRange(
new string[]
{
"Runtime/AutomationController/Private"
}
);
}
示例9: DesktopWidgets
public DesktopWidgets(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"Slate",
"SlateCore",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"DesktopPlatform",
"InputCore",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Developer/DesktopWidgets/Private",
"Developer/DesktopWidgets/Private/Widgets",
"Developer/DesktopWidgets/Private/Widgets/Input",
}
);
}
示例10: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileNetworkProfiler = false;
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor
UEBuildConfiguration.bBuildEditor = false;
// CrashReportClient doesn't ever compile with the engine linked in
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
UEBuildConfiguration.bIncludeADO = (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32);
// CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
// Do NOT produce additional console app exe
OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
if (UnrealBuildTool.UnrealBuildTool.BuildingRocket())
{
// Tag it as a Rocket build
OutCPPEnvironmentConfiguration.Definitions.Add("UE_ROCKET=1");
}
}
示例11: GetModulesToPrecompile
public override void GetModulesToPrecompile(TargetInfo Target, List<string> ModuleNames)
{
ModuleNames.Add("Launch");
ModuleNames.Add("GameMenuBuilder");
ModuleNames.Add("JsonUtilities");
ModuleNames.Add("RuntimeAssetCache");
ModuleNames.Add("UnrealCodeAnalyzerTests");
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
{
ModuleNames.Add("OnlineSubsystemNull");
ModuleNames.Add("OnlineSubsystemAmazon");
if (UEBuildConfiguration.bCompileSteamOSS == true)
{
ModuleNames.Add("OnlineSubsystemSteam");
}
ModuleNames.Add("OnlineSubsystemFacebook");
}
else if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
{
ModuleNames.Add("OnlineSubsystemNull");
if (UEBuildConfiguration.bCompileSteamOSS == true)
{
ModuleNames.Add("OnlineSubsystemSteam");
}
}
}
示例12: SuperSearch
public SuperSearch(TargetInfo Target)
{
if (UEBuildConfiguration.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject", // @todo Mac: for some reason it's needed to link in debug on Mac
"Engine",
"InputCore",
"Json",
"UnrealEd",
"Slate",
"SlateCore",
"EditorStyle",
"HTTP",
"IntroTutorials"
}
);
}
else
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject", // @todo Mac: for some reason it's needed to link in debug on Mac
"InputCore",
"Slate",
"SlateCore",
"HTTP",
"Json",
}
);
}
}
示例13: LoadHydraLib
public bool LoadHydraLib(TargetInfo Target)
{
bool isLibrarySupported = false;
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
{
isLibrarySupported = true;
string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x32";
string LibrariesPath = Path.Combine(ThirdPartyPath, "Sixense", "Lib");
//Lib based bind unsupported due to sixense wrong lib version compile, limiting platforms to windows 32/64
//PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "sixense_s_" + PlatformString + ".lib"));
}
if (isLibrarySupported)
{
// Include path
PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "Sixense", "Include"));
}
//Definitions.Add(string.Format("WITH_HYDRA_BINDING={0}", isLibrarySupported ? 1 : 0));
return isLibrarySupported;
}
示例14: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
// Turn off various third party features we don't need
// Currently we force Lean and Mean mode
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
UEBuildConfiguration.bBuildWithEditorOnlyData = true;
// Never use malloc profiling in ShaderCompileWorker.
BuildConfiguration.bUseMallocProfiler = false;
// Force all shader formats to be built and included.
UEBuildConfiguration.bForceBuildShaderFormats = true;
// ShaderCompileWorker is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
// Disable logging, as the workers are spawned often and logging will just slow them down
OutCPPEnvironmentConfiguration.Definitions.Add("ALLOW_LOG_FILE=0");
// Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off.
OutCPPEnvironmentConfiguration.Definitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
}
示例15: LoadLeapLib
public bool LoadLeapLib(TargetInfo Target)
{
bool isLibrarySupported = false;
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
{
isLibrarySupported = true;
string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "Win64" : "Win32";
PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, PlatformString, "Leap.lib"));
PublicDelayLoadDLLs.Add("Leap.dll");
RuntimeDependencies.Add(new RuntimeDependency("$(EngineDir)/Binaries/ThirdParty/LeapMotion/" + Target.Platform.ToString() + "/" + "Leap.dll"));
}
else if (Target.Platform == UnrealTargetPlatform.Mac){
isLibrarySupported = true;
string PlatformString = "Mac";
PublicAdditionalLibraries.Add(Path.Combine(BinariesPath, PlatformString, "libLeap.dylib"));
}
return isLibrarySupported;
}