// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.IO; public class PhysXCooking : ModuleRules { public PhysXCooking(ReadOnlyTargetRules Target) : base(Target) { PrivateIncludePathModuleNames.Add("TargetPlatform"); PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", // @todo Mac: for some reason it's needed to link in debug on Mac "PhysXCookingLib" } ); PrivateIncludePaths.AddRange( new string[] { "Runtime/Engine/Private", //A bit hacky, but we don't want to expose the low level physx structs to other modules } ); SetupModulePhysicsSupport(Target); } }