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Test macOS Build Action / test-macos-build (push) Failing after 14m8s
43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class LuckyWorldTarget : TargetRules
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{
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public LuckyWorldTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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// Fix for "Targets with a unique build environment cannot be built with an installed engine"
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bOverrideBuildEnvironment = true;
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BuildEnvironment = TargetBuildEnvironment.Shared;
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// Ensure proper build configuration
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bUseLoggingInShipping = true;
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bShouldCompileAsDLL = false;
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ExtraModuleNames.AddRange( new string[] { "LuckyWorld" } );
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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if (Target.Configuration == UnrealTargetConfiguration.Test)
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{
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this.bUseLoggingInShipping = true;
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}
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// macOS specific settings
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if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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// Force use the bundle ID from DefaultGame.ini
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GlobalDefinitions.Add("APP_BUNDLE_IDENTIFIER=com.luckyrobots.luckyworld");
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GlobalDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld");
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GlobalDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld");
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// Don't use local automatic code signing for builds
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// bDisableAutomaticCodeSigning property is not available in UE 5.5
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}
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}
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}
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