Files
Jimmy Andrews a2ecbc38bf Update modeling components usage of opensubdiv to allow max/unix targets, since our OpenSubdiv pre-built libraries now also support these targets
#jira UE-186825
#rb ryan.schmidt

[CL 26016527 by Jimmy Andrews in ue5-main branch]
2023-06-15 11:41:45 -04:00

65 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingComponentsEditorOnly : ModuleRules
{
public ModelingComponentsEditorOnly(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"SkeletalMeshDescription",
"GeometryCore",
"GeometryFramework",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"ModelingOperators",
"ModelingComponents"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"BSPUtils",
"CoreUObject",
"Engine",
"InputCore",
"RenderCore",
"PhysicsCore",
"Slate",
"RHI",
"AssetTools",
"UnrealEd",
"SkeletalMeshUtilitiesCommon" // required for asset factories
}
);
// OpenSubdiv has Windows, Mac and Unix support
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) || Target.Platform == UnrealTargetPlatform.Mac || Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"OpenSubdiv",
}
);
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}