本文整理汇总了C#中UnrealBuildTool.CPPEnvironmentConfiguration类的典型用法代码示例。如果您正苦于以下问题:C# CPPEnvironmentConfiguration类的具体用法?C# CPPEnvironmentConfiguration怎么用?C# CPPEnvironmentConfiguration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。
CPPEnvironmentConfiguration类属于UnrealBuildTool命名空间,在下文中一共展示了CPPEnvironmentConfiguration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: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
OutCPPEnvironmentConfiguration.Definitions.Add("WITH_DATABASE_SUPPORT=1");
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor
UEBuildConfiguration.bBuildEditor = false;
// SymbolDebugger doesn't ever compile with the engine linked in
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = true;
UEBuildConfiguration.bIncludeADO = true;
// SymbolDebugger.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;
}
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: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
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 = true;
UEBuildConfiguration.bUseLoggingInShipping = true;
UEBuildConfiguration.bCompileSteamOSS = false;
UEBuildConfiguration.bIncludeADO = false;
// Do not include ICU for Linux (this is a temporary workaround, separate headless CrashReportClient target should be created, see UECORE-14 for details).
if (Target.Platform == UnrealTargetPlatform.Linux)
{
UEBuildConfiguration.bCompileICU = false;
}
// 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;
OutCPPEnvironmentConfiguration.Definitions.Add( "USE_CHECKS_IN_SHIPPING=1" );
}
示例4: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
}
示例5: 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6: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
if( UnrealBuildTool.UnrealBuildTool.BuildingRocket() )
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor or editor only data
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bBuildWithEditorOnlyData = false;
UEBuildConfiguration.bCompileAgainstEngine = true;
// Tag it as a Rocket build
OutCPPEnvironmentConfiguration.Definitions.Add("UE_ROCKET=1");
// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
}
else
{
// Tag it as a UE4Game build
OutCPPEnvironmentConfiguration.Definitions.Add("UE4GAME=1");
}
}
示例7: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor
UEBuildConfiguration.bBuildEditor = false;
// SlateViewer doesn't ever compile with the engine linked in
UEBuildConfiguration.bCompileAgainstEngine = false;
// We need CoreUObject compiled in as the source code access module requires it
UEBuildConfiguration.bCompileAgainstCoreUObject = true;
UEBuildConfiguration.bCompileWithStatsWithoutEngine = true;
// SlateViewer.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;
}
示例8: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
// 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;
// Force execption handling across all modules.
UEBuildConfiguration.bForceEnableExceptions = true;
// Plugin support
UEBuildConfiguration.bCompileWithPluginSupport = true;
UEBuildConfiguration.bBuildDeveloperTools = true;
// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = true;
OutCPPEnvironmentConfiguration.Definitions.Add("HACK_HEADER_GENERATOR=1");
}
示例9: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
OutCPPEnvironmentConfiguration.Definitions.Add("WITH_DATABASE_SUPPORT=1");
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor
UEBuildConfiguration.bBuildEditor = false;
// MinidumpDiagnostics doesn't ever compile with the engine linked in
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bIncludeADO = true;
// MinidumpDiagnostics.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.bIsBuildingConsoleApplication = true;
OutCPPEnvironmentConfiguration.Definitions.Add("MINIDUMPDIAGNOSTICS=1");
}
示例10: 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 CEFSubProcess.
BuildConfiguration.bUseMallocProfiler = false;
// Force all shader formats to be built and included.
//UEBuildConfiguration.bForceBuildShaderFormats = true;
// CEFSubProcess is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = false;
// Do NOT produce additional console app exe
OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
// Disable logging, as the sub processes are spawned often and logging will just slow them down
OutCPPEnvironmentConfiguration.Definitions.Add("ALLOW_LOG_FILE=0");
}
示例11: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
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 = true;
UEBuildConfiguration.bUseLoggingInShipping = true;
UEBuildConfiguration.bIncludeADO = false;
// Do not include ICU for Linux (this is a temporary workaround, separate headless CrashReportClient target should be created, see UECORE-14 for details).
if (Target.Platform == UnrealTargetPlatform.Linux)
{
UEBuildConfiguration.bCompileICU = false;
}
// CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
UEBuildConfiguration.bUseChecksInShipping = true;
// Epic Games Launcher needs to run on OS X 10.9, so CrashReportClient needs this as well
OutCPPEnvironmentConfiguration.bEnableOSX109Support = true;
}
示例12: SetupDefaultGlobalEnvironment
public override void SetupDefaultGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
if (Target.Platform == UnrealTargetPlatform.Mac)
{
UEBuildConfiguration.bCompileNetworkProfiler = false;
}
else
{
UEBuildConfiguration.bCompileNetworkProfiler = true;
}
UEBuildConfiguration.bCompileLeanAndMeanUE = false;
// Do not include the editor
UEBuildConfiguration.bBuildEditor = true;
UEBuildConfiguration.bBuildWithEditorOnlyData = true;
// Require cooked data
UEBuildConfiguration.bBuildRequiresCookedData = false;
// Compile the engine
UEBuildConfiguration.bCompileAgainstEngine = true;
// Tag it as a 'Editor' build
OutCPPEnvironmentConfiguration.Definitions.Add("UE_EDITOR=1");
}
示例13: SetupGlobalEnvironment
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
// 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 = true;
UEBuildConfiguration.bForceBuildTargetPlatforms = true;
UEBuildConfiguration.bCompileWithStatsWithoutEngine = true;
UEBuildConfiguration.bCompileWithPluginSupport = true;
OutLinkEnvironmentConfiguration.bHasExports = false;
}
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: SetupDefaultGlobalEnvironment
public override void SetupDefaultGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Do not include the editor
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bBuildWithEditorOnlyData = false;
// Require cooked data
UEBuildConfiguration.bBuildRequiresCookedData = true;
// Compile the engine
UEBuildConfiguration.bCompileAgainstEngine = true;
// Tag it as a 'Game' build
OutCPPEnvironmentConfiguration.Definitions.Add("UE_GAME=1");
// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
// Disable server code
UEBuildConfiguration.bWithServerCode = false;
}