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- the logic that worked only with DisplayClusterConfiguration structures has been moved to the corresponding module. - numerous duplicates in the DisplayCluster module code were removed, and the code was redesigned for the new functions from the DisplayClusterConfiguration module. - Fixed some bugs related to incorrect duplication of UI logic in the code (see comments in swarm review). #jira UE-186159 #rb Alejandro.Arango, Vitalii.Boiko, Patrick.Hardy, Trystan.Binkley-Jone #preflight 646526126b1406b54a63d88d [CL 25535691 by peter tarasenko in ue5-main branch]
36 lines
718 B
C#
36 lines
718 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class DisplayClusterConfiguration : ModuleRules
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{
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public DisplayClusterConfiguration(ReadOnlyTargetRules ROTargetRules) : base(ROTargetRules)
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{
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PublicIncludePathModuleNames.AddRange(
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new string[] {
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"DisplayCluster",
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"DisplayClusterProjection",
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"DisplayClusterShaders",
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});
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"ActorLayerUtilities",
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"CinematicCamera",
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"MediaAssets",
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"MediaIOCore",
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"OpenColorIO",
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});
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"Json",
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"JsonUtilities",
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});
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}
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}
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