Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Landscape.Build.cs
brooke hubert 48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00

82 lines
1.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class Landscape : ModuleRules
{
public Landscape(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/Engine/Private", // for Engine/Private/Collision/PhysXCollision.h
"Runtime/Landscape/Private",
"../Shaders/Shared"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"TargetPlatform",
"DerivedDataCache",
"Foliage",
"Renderer",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"ApplicationCore",
"Engine",
"RenderCore",
"RHI",
"Renderer",
"Foliage",
"DeveloperSettings"
}
);
SetupModulePhysicsSupport(Target);
if (Target.bCompilePhysX && Target.bBuildEditor)
{
DynamicallyLoadedModuleNames.Add("PhysXCooking");
}
if (Target.Type == TargetType.Editor || Target.Type == TargetType.Program)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"MeshDescription",
"StaticMeshDescription",
"MeshUtilitiesCommon"
}
);
}
if (Target.bBuildEditor == true)
{
// TODO: Remove all landscape editing code from the Landscape module!!!
PrivateIncludePathModuleNames.Add("LandscapeEditor");
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"UnrealEd",
"MaterialUtilities",
"SlateCore",
"Slate",
}
);
CircularlyReferencedDependentModules.AddRange(
new string[] {
"UnrealEd",
"MaterialUtilities",
}
);
}
}
}