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C# UnrealBuildTool.LinkEnvironmentConfiguration类代码示例

本文整理汇总了C#中UnrealBuildTool.LinkEnvironmentConfiguration的典型用法代码示例。如果您正苦于以下问题:C# LinkEnvironmentConfiguration类的具体用法?C# LinkEnvironmentConfiguration怎么用?C# LinkEnvironmentConfiguration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。


LinkEnvironmentConfiguration类属于UnrealBuildTool命名空间,在下文中一共展示了LinkEnvironmentConfiguration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
		)
	{
		// 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");
	}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:33,代码来源:UnrealHeaderTool.Target.cs

示例2: LinkEnvironment

        /** Copy constructor. */
        public LinkEnvironment(LinkEnvironment InCopyEnvironment)
        {
            InputFiles.AddRange(InCopyEnvironment.InputFiles);
            InputLibraries.AddRange(InCopyEnvironment.InputLibraries);

            Config = new LinkEnvironmentConfiguration(InCopyEnvironment.Config);
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:LinkEnvironment.cs

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" );
	}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:34,代码来源:CrashReportClient.Target.cs

示例4: 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;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:27,代码来源:UEBuildClient.cs

示例5: 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;
    }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:27,代码来源:UnrealFileServer.Target.cs

示例6: 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;
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:33,代码来源:CrashReportClient.Target.cs

示例7: 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;
	}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:26,代码来源:SymbolDebugger.Target.cs

示例8: 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");
        }
    }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:28,代码来源:UE4Game.Target.cs

示例9: SetupGlobalEnvironment

	public override void SetupGlobalEnvironment(
		TargetInfo Target,
		ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
		ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
		)
	{
	}
开发者ID:bclaringbold,项目名称:Unreal-Game,代码行数:7,代码来源:MyProject2.Target.cs

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 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");
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:31,代码来源:ShaderCompileWorker.Target.cs

示例11: 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");
    }
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:31,代码来源:UnrealCEFSubProcess.Target.cs

示例12: 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");
        }
    }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:32,代码来源:CrashReportClient.Target.cs

示例13: 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");
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:30,代码来源:UEBuildEditor.cs

示例14: 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;
    }
开发者ID:jonny2027,项目名称:ue4-dev-launcher,代码行数:27,代码来源:AllarBuilder.Target.cs

示例15: 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");
    }
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:26,代码来源:MinidumpDiagnostics.Target.cs


注:本文中的UnrealBuildTool.LinkEnvironmentConfiguration类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。