Files
UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/LandscapeEditor.Build.cs
Dmitry Rekman 29311f283e Fix compilation on Linux / mono.
#codereview Jeff.Campeau

[CL 2649011 by Dmitry Rekman in Main branch]
2015-08-08 21:53:51 -04:00

67 lines
1.8 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LandscapeEditor : ModuleRules
{
public LandscapeEditor(TargetInfo Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Slate",
"SlateCore",
"EditorStyle",
"Engine",
"Landscape",
"RenderCore",
"InputCore",
"UnrealEd",
"PropertyEditor",
"ImageWrapper",
"EditorWidgets",
"Foliage",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
"DesktopPlatform",
"ContentBrowser",
"AssetTools",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"DesktopPlatform",
}
);
if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32)
{
// VS2015 updated some of the CRT definitions but not all of the Windows SDK has been updated to match.
// Microsoft provides this shim library to enable building with VS2015 until they fix everything up.
//@todo: remove when no longer neeeded (no other code changes should be necessary).
if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015)
{
PublicAdditionalLibraries.Add("legacy_stdio_definitions.lib");
}
}
// KissFFT is used by the smooth tool.
if (UEBuildConfiguration.bCompileLeanAndMeanUE == false &&
(Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux))
{
AddThirdPartyPrivateStaticDependencies(Target, "Kiss_FFT");
}
else
{
Definitions.Add("WITH_KISSFFT=0");
}
}
}