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UnrealEngineUWP/Engine/Source/Runtime/GameplayMediaEncoder/GameplayMediaEncoder.Build.cs

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms("Win32", "Win64")]
public class GameplayMediaEncoder : ModuleRules
{
public GameplayMediaEncoder(ReadOnlyTargetRules Target) : base(Target)
{
// NOTE: General rule is not to access the private folder of another module,
// but to use the ISubmixBufferListener interface, we need to include some private headers
PrivateIncludePaths.Add(System.IO.Path.Combine(Directory.GetCurrentDirectory(), "./Runtime/AudioMixer/Private"));
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"Engine",
"CoreUObject",
"ApplicationCore",
"RenderCore",
"RHI",
"SlateCore",
"Slate",
"HTTP",
"Json",
//"IBMRTMPIngest"
});
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.AddRange(new string[]
{
"D3D11RHI"
});
PublicDelayLoadDLLs.Add("mfplat.dll");
PublicDelayLoadDLLs.Add("mfuuid.dll");
PublicDelayLoadDLLs.Add("Mfreadwrite.dll");
PublicAdditionalLibraries.Add("d3d11.lib");
}
}
}