Files
UnrealEngine/Engine/Source/Programs/ReplicationSystemTest/ReplicationSystemTest.Target.cs
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

55 lines
1.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.All)]
public class ReplicationSystemTestTarget : TargetRules
{
public ReplicationSystemTestTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "ReplicationSystemTest";
// No editor-only data is needed
bBuildWithEditorOnlyData = false;
bCompileAgainstEngine = true;
bCompileAgainstCoreUObject = false;
bCompileAgainstApplicationCore = true;
bCompileWithPluginSupport = true;
bBuildDeveloperTools = false;
bBuildRequiresCookedData = true; // this program requires no data
// No ICU internationalization as it causes shutdown errors.
bCompileICU = false;
// Don't need slate
bUsesSlate = false;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
bIsBuildingConsoleApplication = true;
bLegalToDistributeBinary = true;
// Always want logging so we can see the test results
bUseLoggingInShipping = true;
// Network config
bWithPushModel = true;
bEnableTrace = true;
if (!bGenerateProjectFiles && (Target.Platform.IsInGroup(UnrealPlatformGroup.Linux) || Target.Platform == UnrealTargetPlatform.Win64))
{
//bUseAutoRTFMCompiler = true;
}
GlobalDefinitions.Add("UE_NET_TEST_FAKE_REP_TAGS=1");
// Load time profiling brings object construction to a crawl.
GlobalDefinitions.Add("LOADTIMEPROFILERTRACE_ENABLED=0");
GlobalDefinitions.Add("UE_WITH_REMOTE_OBJECT_HANDLE=0");
}
}