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This is handled by the ELocTextPlatformSplitMode enum, used by FLocTextHelper (default is ELocTextPlatformSplitMode::None to preserve old behavior), and allows you to optionally split localization data for all platforms, or for any NDA restricted platforms. Note: Any localization data that is used by multiple platforms is still considered platform agnostic, even if it appears only within platform specific files. #jira UE-65600 #rb Francis.Hurteau #lockdown Matt.Kuhlenschmidt [CL 4761508 by Jamie Dale in Dev-Editor branch]
36 lines
632 B
C#
36 lines
632 B
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class Localization : ModuleRules
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{
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public Localization(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"DesktopPlatform",
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"Slate",
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"SlateCore",
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"InputCore",
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"Engine",
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"SourceControl",
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"Json",
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}
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);
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if (Target.Configuration != UnrealTargetConfiguration.Shipping)
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{
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PrecompileForTargets = PrecompileTargetsType.Any;
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}
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}
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}
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