// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class IOSTargetPlatform : ModuleRules { public IOSTargetPlatform(ReadOnlyTargetRules Target) : base(Target) { BinariesSubFolder = "IOS"; PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "TargetPlatform", "DesktopPlatform", "LaunchDaemonMessages", "Projects" } ); PrivateIncludePathModuleNames.AddRange( new string[] { "Messaging", "TargetDeviceServices", } ); PlatformSpecificDynamicallyLoadedModuleNames.Add("LaunchDaemonMessages"); PrivateIncludePaths.Add("Developer/IOS/IOSTargetPlatform/Private"); //This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info. PublicIncludePaths.AddRange( new string[] { "Runtime/Core/Public/Apple", "Runtime/Core/Public/IOS", } ); if (UEBuildConfiguration.bCompileAgainstEngine) { PrivateDependencyModuleNames.Add("Engine"); } if (Target.Platform == UnrealTargetPlatform.Mac) { PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice"); } } }