// Copyright Epic Games, Inc. All Rights Reserved. using System.IO; using UnrealBuildBase; using UnrealBuildTool; public class RenderCore : ModuleRules { public RenderCore(ReadOnlyTargetRules Target) : base(Target) { PrivateIncludePaths.Add("../Shaders/Shared"); PublicDependencyModuleNames.AddRange(new string[] { "RHI" }); PrivateIncludePathModuleNames.AddRange(new string[] { "TargetPlatform" }); // JSON is used for the asset info in the shader library and dumping out frames. PrivateDependencyModuleNames.Add("Json"); PrivateDependencyModuleNames.Add("BuildSettings"); if (Target.bBuildEditor == true) { DynamicallyLoadedModuleNames.Add("TargetPlatform"); // UObjects are used to produce the full path of the asset by which the shaders are identified PrivateDependencyModuleNames.Add("CoreUObject"); } // Copy the GPUDumpViewer's source code for the r.DumpGPU command. if (Target.Configuration != UnrealTargetConfiguration.Shipping) { RuntimeDependencies.Add(Path.Combine(Unreal.EngineDirectory.ToString(), "Extras/GPUDumpViewer/..."), StagedFileType.DebugNonUFS); } PrivateDependencyModuleNames.AddRange(new string[] { "Core", "Projects", "RHI", "ApplicationCore", "TraceLog", "CookOnTheFly" }); PrivateIncludePathModuleNames.AddRange(new string[] { "DerivedDataCache" }); // Added in Dev-VT, still needed? PrivateIncludePathModuleNames.AddRange(new string[] { "TargetPlatform" }); } }