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- on macOS Catalina 10.15.7 - with Xcode 12.4 - as universal binaries with arm64 and x86_64 slices - Add BuildForMac.command script - Add CMakeLists.txt #rb jeff.roberts, dan.thompson #jira UE-145175 #rnx #preflight 624efca5f94f766ffaad8ef3 [CL 19671743 by will damon in ue5-main branch]
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
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 AudioFormatBink : ModuleRules
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{
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public AudioFormatBink(ReadOnlyTargetRules Target) : base(Target)
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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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"Engine"
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}
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);
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PublicSystemIncludePaths.Add(Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio", "Include"));
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio", "Lib", "binka_ue_encode_win64_static.lib"));
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}
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if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio", "Lib", "libbinka_ue_encode_lnx64_static.a"));
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}
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if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio", "Lib", "libbinka_ue_encode_osx_static.a"));
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}
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}
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}
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