Files
UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/LiveCoding.Build.cs
Tim Smith 7c44abf17f Improved notifications in the editor/game for live coding.
Added message that packaging can fail if assets reference new changes.

#rb
#rnx
#jira UE-115558
#preflight 60c39c8e8d00b80001b1e85f

[CL 16645001 by Tim Smith in ue5-main branch]
2021-06-11 14:48:25 -04:00

46 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class LiveCoding : ModuleRules
{
public LiveCoding(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.Add("Core");
PrivateDependencyModuleNames.Add("CoreUObject");
PrivateDependencyModuleNames.Add("Settings");
if (Target.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
}
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("UnrealEd");
PrivateDependencyModuleNames.Add("Slate");
}
if(Target.bUseDebugLiveCodingConsole)
{
PrivateDefinitions.Add("USE_DEBUG_LIVE_CODING_CONSOLE=1");
}
else
{
PrivateDefinitions.Add("USE_DEBUG_LIVE_CODING_CONSOLE=0");
}
if (Target.Configuration == UnrealTargetConfiguration.Debug)
{
PrivateDefinitions.Add("LC_DEBUG=1");
}
else
{
PrivateDefinitions.Add("LC_DEBUG=0");
}
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "Private", "External", "LC_JumpToSelf.lib"));
}
}