Hi, here is the code snippet related to my question, it is used to build a module:
using System;
using System.IO;
using UnrealBuildTool;
public class SomeModule : ModuleRules
{
public SomeModule (ReadOnlyTargetRules Target) : base(Target)
{
var isDebug = Target.Configuration == UnrealTargetConfiguration.Debug;
var useDebugCRT = Target.bDebugBuildsActuallyUseDebugCRT;
// ...
}
}
No matter which solution configuration I choose in my Editor (see the screenshot bellow), isDebug
will never be true. When is UnrealTargetConfiguration.Debug
actually used?
Something that is confusing to me is that I can debug the engine and use breakpoints even if the target configuration is not UnrealTargetConfiguration.Debug
.
Also, how can I enable CRT Debug mode?
My end goal is to use an external library (OpenCV) in debug mode. I got it working but I got weird results when using std::string
returned from the lib. That’s a problem I may ask about in another topic, but first I want to make sure I understand how the debug mode is working.