// Fill out your copyright notice in the Description page of Project Settings. using UnrealBuildTool; using System.Collections.Generic; public class LuckyWorldTarget : TargetRules { public LuckyWorldTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; DefaultBuildSettings = BuildSettingsVersion.V5; // Fix for "Targets with a unique build environment cannot be built with an installed engine" bOverrideBuildEnvironment = true; BuildEnvironment = TargetBuildEnvironment.Shared; // Ensure proper build configuration bUseLoggingInShipping = true; bShouldCompileAsDLL = false; ExtraModuleNames.AddRange( new string[] { "LuckyWorld" } ); IncludeOrderVersion = EngineIncludeOrderVersion.Latest; if (Target.Configuration == UnrealTargetConfiguration.Test) { this.bUseLoggingInShipping = true; } // macOS specific settings if (Target.Platform == UnrealTargetPlatform.Mac) { // Force use the bundle ID from DefaultGame.ini GlobalDefinitions.Add("APP_BUNDLE_IDENTIFIER=com.luckyrobots.luckyworld"); GlobalDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld"); GlobalDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld"); // Don't use local automatic code signing for builds // bDisableAutomaticCodeSigning property is not available in UE 5.5 } } }