// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.IO; public class MayaLiveLinkPlugin : ModuleRules { public MayaLiveLinkPlugin(ReadOnlyTargetRules Target) : base(Target) { // For LaunchEngineLoop.cpp include. You shouldn't need to add anything else to this line. PrivateIncludePaths.AddRange( new string[] { "Runtime/Launch/Public", "Runtime/Launch/Private" } ); // Unreal dependency modules PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Projects", "UdpMessaging", "LiveLinkInterface", "LiveLinkMessageBusFramework", } ); // // Maya SDK setup // { string MayaVersionString = "2016"; string MayaInstallFolder = @"C:\Program Files\Autodesk\Maya" + MayaVersionString; // Make sure this version of Maya is actually installed if( Directory.Exists( MayaInstallFolder ) ) { //throw new BuildException( "Couldn't find Autodesk Maya " + MayaVersionString + " in folder '" + MayaInstallFolder + "'. This version of Maya must be installed for us to find the Maya SDK files." ); // These are required for Maya headers to compile properly as a DLL Definitions.Add("NT_PLUGIN=1"); Definitions.Add("REQUIRE_IOSTREAM=1"); PrivateIncludePaths.Add(Path.Combine(MayaInstallFolder, "include")); if (Target.Platform == UnrealTargetPlatform.Win64) // @todo: Support other platforms? { PublicLibraryPaths.Add(Path.Combine(MayaInstallFolder, "lib")); // Maya libraries we're depending on PublicAdditionalLibraries.AddRange(new string[] { "Foundation.lib", "OpenMaya.lib", "OpenMayaAnim.lib" } ); } } } } }