Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/GameplayDebugger.Build.cs
sebastian kowalczyk fca115de9c Changes to FRecastRenderingSceneProxy to work with GetDynamicMeshElements and to render navmesh with this function. #ue4
#codereview Daniel.Wright

[CL 2264023 by sebastian kowalczyk in Main branch]
2014-08-20 05:56:42 -04:00

59 lines
1.6 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class GameplayDebugger : ModuleRules
{
public GameplayDebugger(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Developer/GameplayDebugger/Public",
"Developer/AIModule/Public",
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Developer/GameplayDebugger/Private",
"Runtime/Engine/Private",
"Runtime/AIModule/Private",
// ... add other private include paths required here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"InputCore",
"Engine",
"RenderCore",
"RHI",
"ShaderCore",
"AIModule", // it have to be here for now. It'll be changed to remove any dependency to AIModule in future
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
if (UEBuildConfiguration.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("UnrealEd");
}
if (UEBuildConfiguration.bCompileRecast)
{
PrivateDependencyModuleNames.Add("Navmesh");
}
}
}
}