Files
UnrealEngineUWP/Engine/Source/Programs/HeadlessChaos/HeadlessChaos.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

53 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class HeadlessChaos : ModuleRules
{
public HeadlessChaos(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.Add("Runtime/Launch/Public");
// For LaunchEngineLoop.cpp include
PrivateIncludePaths.Add("Runtime/Launch/Private");
SetupModulePhysicsSupport(Target);
PrivateDependencyModuleNames.AddRange(
new string[] {
"ApplicationCore",
"Core",
"CoreUObject",
"Projects",
"GoogleTest",
"GeometricObjects",
"ChaosVehiclesCore"
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicDefinitions.Add("GTEST_OS_WINDOWS=1");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicDefinitions.Add("GTEST_OS_MAC=1");
}
else if (Target.Platform == UnrealTargetPlatform.IOS || Target.Platform == UnrealTargetPlatform.TVOS)
{
PublicDefinitions.Add("GTEST_OS_IOS=1");
}
else if (Target.Platform == UnrealTargetPlatform.Android || Target.Platform == UnrealTargetPlatform.Lumin)
{
PublicDefinitions.Add("GTEST_OS_LINUX_ANDROID=1");
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix) || Target.Platform == UnrealTargetPlatform.PS4)
{
PublicDefinitions.Add("GTEST_OS_LINUX=1");
}
PrivateDefinitions.Add("CHAOS_INCLUDE_LEVEL_1=1");
}
}