Files
UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorPlugin/ScriptGeneratorPlugin.Build.cs
Ben Marsh a22b952aa9 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 4718806 by Ben Marsh in Main branch]
2019-01-14 12:11:24 -05:00

67 lines
1.8 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
namespace UnrealBuildTool.Rules
{
public class ScriptGeneratorPlugin : ModuleRules
{
public ScriptGeneratorPlugin(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Programs/UnrealHeaderTool/Public",
// ... add other public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
"Projects",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
// This checks only for UHT target platform, not the target platform of the game we're building so it's important
// to make sure Lua is compiled for all supported platforms
var LuaLibDirectory = Path.Combine("..", "Plugins", "ScriptPlugin", "Source", "Lua", "Lib", Target.Platform.ToString(), "Release");
var LuaLibPath = Path.Combine(LuaLibDirectory, "Lua.lib");
if (File.Exists(LuaLibPath))
{
// Log.TraceVerbose("ScriptGenerator LUA Integration enabled");
PublicDefinitions.Add("WITH_LUA=1");
}
else
{
// Log.TraceVerbose("ScriptGenerator LUA Integration NOT enabled");
PublicDefinitions.Add("WITH_LUA=0");
}
PublicDefinitions.Add("HACK_HEADER_GENERATOR=1");
}
}
}