Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidDeviceDetection/AndroidDeviceDetection.Build.cs
JJ Hoesing 2669396c44 - Moved the blocking portions (adb calls) of Android device detection off to a thread.
- This happens in a new module that the android target platforms depend on so that there aren't 6 different detection threads spun up.
- Thread isn't created if android sdk isn't found.

[CL 2038329 by JJ Hoesing in Main branch]
2014-04-23 16:36:54 -04:00

31 lines
525 B
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AndroidDeviceDetection : ModuleRules
{
public AndroidDeviceDetection( TargetInfo Target )
{
BinariesSubFolder = "Android";
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PublicIncludePaths.AddRange(
new string[]
{
"Runtime/Core/Public/Android"
}
);
if (UEBuildConfiguration.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
}
}
}