Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/SmartObjectsModule.Build.cs
yoan stamant 04214fbc78 [SmartObject] allow custom definitions (FSmartObjectSlotDefinitionData) and transient state data (FSmartObjectSlotStateData) per slot using MassEntity
+ replaced all methods Describe by LexToString
+ unified naming from "*ID" to *Handle
#preflight 61e85d121000e8c59a78c886
#rb mikko.mononen

#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 18662203 in //UE5/Release-5.0/... via CL 18662234 via CL 18662264
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18662291 by yoan stamant in ue5-main branch]
2022-01-19 14:16:16 -05:00

47 lines
990 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class SmartObjectsModule : ModuleRules
{
public SmartObjectsModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"AIModule",
"GameplayBehaviorsModule",
"GameplayTasks",
"GameplayTags",
"GameplayAbilities",
"MassEntity",
"StructUtils"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"RenderCore"
}
);
if (Target.bBuildDeveloperTools || (Target.Configuration != UnrealTargetConfiguration.Shipping && Target.Configuration != UnrealTargetConfiguration.Test))
{
PrivateDependencyModuleNames.Add("GameplayDebugger");
PublicDefinitions.Add("WITH_GAMEPLAY_DEBUGGER=1");
}
else
{
PublicDefinitions.Add("WITH_GAMEPLAY_DEBUGGER=0");
}
}
}
}