Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/NavigationSystem.Build.cs
Jack Porter 079be7f538 Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
#jira 0

[CL 4293080 by Jack Porter in Dev-Mobile branch]
2018-08-16 13:53:43 -04:00

75 lines
2.3 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class NavigationSystem : ModuleRules
{
public NavigationSystem(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Runtime/NavigationSystem/Public",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/NavigationSystem/Private",
"Runtime/Engine/Private",
"Developer/DerivedDataCache/Public",
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"RHI",
"RenderCore",
"ShaderCore",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"TargetPlatform",
}
);
if (!Target.bBuildRequiresCookedData && Target.bCompileAgainstEngine)
{
DynamicallyLoadedModuleNames.Add("DerivedDataCache");
}
SetupModulePhysicsSupport(Target);
if (Target.bCompileRecast)
{
PrivateDependencyModuleNames.Add("Navmesh");
PublicDefinitions.Add("WITH_RECAST=1");
}
else
{
// Because we test WITH_RECAST in public Engine header files, we need to make sure that modules
// that import us also have this definition set appropriately. Recast is a private dependency
// module, so it's definitions won't propagate to modules that import Engine.
PublicDefinitions.Add("WITH_RECAST=0");
}
if (Target.bBuildEditor == true)
{
// @todo api: Only public because of WITH_EDITOR and UNREALED_API
PublicDependencyModuleNames.Add("UnrealEd");
CircularlyReferencedDependentModules.Add("UnrealEd");
}
}
}
}