Files
UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/LandscapeEditor.Build.cs
Josh Adams b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00

73 lines
1.8 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LandscapeEditor : ModuleRules
{
public LandscapeEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"ApplicationCore",
"Slate",
"SlateCore",
"EditorStyle",
"Engine",
"Landscape",
"LandscapeEditorUtilities",
"RenderCore",
"RHI",
"InputCore",
"EditorFramework",
"UnrealEd",
"PropertyEditor",
"ImageWrapper",
"EditorWidgets",
"Foliage",
"ToolMenus"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
"DesktopPlatform",
"ContentBrowser",
"AssetTools",
"LevelEditor"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"DesktopPlatform",
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
// VS2015 updated some of the CRT definitions but not all of the Windows SDK has been updated to match.
// Microsoft provides this shim library to enable building with VS2015 until they fix everything up.
//@todo: remove when no longer neeeded (no other code changes should be necessary).
if (Target.WindowsPlatform.bNeedsLegacyStdioDefinitionsLib)
{
PublicSystemLibraries.Add("legacy_stdio_definitions.lib");
}
}
// KissFFT is used by the smooth tool.
if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "Kiss_FFT");
}
else
{
PublicDefinitions.Add("WITH_KISSFFT=0");
}
}
}