Build target cs with useful switches parameters
/// Enabled for builds that need to initialize the ApplicationCore module. Command line utilities do not normally need this.
bCompileAgainstApplicationCore
/// Specifies whether to share engine binaries and intermediates with other projects, or to create project-specific versions. By default,
/// editor builds always use the shared build environment (and engine binaries are written to Engine/Binaries/Platform), but monolithic builds
/// and programs do not (except in installed builds). Using the shared build environment prevents target-specific modifications to the build
/// environment.
//BuildEnvironment = TargetBuildEnvironment.Unique;
//bBuildAllPlugins = true;
//bOutputToEngineBinaries = true;
//LinkType = TargetLinkType.Modular;
Type = TargetType.Game;
ExtraModuleNames.Add("BBR");
//if (UEBuildConfiguration.bBuildDeveloperTools || (Target.Configuration != UnrealTargetConfiguration.Shipping && Target.Configuration != UnrealTargetConfiguration.Test))
//{
// ExtraModuleNames.Add("UnrealEnginePython");
// AdditionalPlugins.Add("UnrealEnginePython");
//}
//For program targets, specify the module to launch
//LaunchModuleName = "..."
//--------------------------------------------------------------
//Project specific Build Configuration
//--------------------------------------------------------------
//Config
//RelativeEnginePath = /* ...*/;
//Debug
//bOmitPCDebugInfoInDevelopment = true /* d=false */;
//bSupportEditAndContinue = false /* d=false */;
//bDisableDebugInfoForGeneratedCode = true /* d=true */;
//bAllowLTCG = false /* d=false */;
//Build
//bAllowRemotelyCompiledPCHs = true /* d=false */;
//bUseIncrementalLinking = true /* d=false */;
//bUseFastPDBLinking = true /* d=false */;
//bAddFastPDBToProjects = true /* d=false */;
//bUseUHTMakefiles = true /* d=false */;
//bAdaptiveUnityDisablesOptimizations = true /* d=false */;
//bUsePCHFiles = true /* d=true */;
//bUseUnityBuild = true /* d=true */;
//bForceUnityBuild = false /* d=false */;
//bUseAdaptiveUnityBuild = true /* d=true */;
//bForcePrecompiledHeaderForGameModules = true /* d=true */;
//Debug
//bStopXGECompilationAfterErrors = false /* d=true */;
//bDebugBuildsActuallyUseDebugCRT = false /* d=false */;
//OutCPPEnvironmentConfiguration.AdditionalArguments = "/Zm850";
//Flags to see what's causing slow compilation
//OutCPPEnvironmentConfiguration.AdditionalArguments = "/d2cgsummary (/bt or /bt+)";
// /d1PP /d1reportAllClassLayout /d1reportSingleClassLayoutXXX
//OutLinkEnvironment.AdditionalArguments = "/time" or "/time+" or /d2:-cgsummary
//GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
//OutCPPEnvironmentConfiguration.bOptimizeCode = false;