# New Target.cs not showing up in Visual Studio

**URL:** <https://forums.unrealengine.com/t/new-target-cs-not-showing-up-in-visual-studio/329497>\
**Category:** Pipeline & Plugins\
**Tags:** build, unreal-engine, Visual-Studio, question\
**Created:** [August 21, 2015, 6:16pm UTC](https://forums.unrealengine.com/t/new-target-cs-not-showing-up-in-visual-studio/329497 "2015-08-21T18:16:34Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![Devero](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Devero](https://forums.unrealengine.com/u/Devero)\
**Post date:** [August 21, 2015, 7:28pm UTC](https://forums.unrealengine.com/t/new-target-cs-not-showing-up-in-visual-studio/329497/2 "2015-08-21T19:28:19Z")

</div>

Hi, It looks like you are missing some information:

```
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
 
using UnrealBuildTool;
using System.Collections.Generic;
 
public class GameServerTarget : TargetRules
{
    public GameServerTarget(TargetInfo Target)
    {
        Type = TargetType.Server;
    }
 
    //
    // TargetRules interface.
    //
    public override void SetupBinaries(
        TargetInfo Target,
        ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
        ref List<string> OutExtraModuleNames
        )
    {
        base.SetupBinaries(Target, ref OutBuildBinaryConfigurations, ref OutExtraModuleNames);
        OutExtraModuleNames.Add("Game");
    }
 
    public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
    {
        // It is valid for only server platforms
        return UnrealBuildTool.UnrealBuildTool.GetAllServerPlatforms(ref OutPlatforms, false);
    }
 
    public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
    {
        if (HostPlatform == UnrealTargetPlatform.Mac)
        {
            return new List<UnrealTargetPlatform>();
        }
        return new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.Linux };
    }
 
    public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
    {
        return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development };
    }
}

```

You can check out this information here:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Also extra help on dedicated servers I use is here:

> **[Building a dedicated server in Unreal Engine 4](https://blog.piinecone.com/post/96800987702/building-a-dedicated-server-in-unreal-engine-4)**
>
> This guide will work for both Blueprints and C++ projects.
> Building a standalone dedicated server wasn’t obvious to me. I’m going to cover the steps I took to build a Windows executable of a dedicated...

Hope that helps!

---

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