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This work is an example on how to make rendering settings outside of the engine still getting the convenient blending functionality of the PostProcess settings. todo: * Blueprint scripting (dynamic asset generation?) * Improve the UI to create settings without using the content browser (asset living in the level). later todo: * Remove the LPV settings in the struct (content changes might be needed, if we don't provide an automatic upgrade for those settings). * We can expose the BlendableManager to other areas (gameplay/tick/blueprint). * Break out more/all from the post process struct * We might change the name of the PostProcessVolume as it no longer only affects post processing. [CL 2569730 by Martin Mittring in Main branch]
41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class Renderer : ModuleRules
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{
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public Renderer(TargetInfo Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Runtime/Renderer/Private",
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"Runtime/Renderer/Private/CompositionLighting",
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"Runtime/Renderer/Private/PostProcess",
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}
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);
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PublicDependencyModuleNames.Add("Core");
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PublicDependencyModuleNames.Add("Engine");
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// Renderer module builds faster without unity
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// Non-unity also provides faster iteration
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// Not enabled by default as it might harm full rebuild times without XGE
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//bFasterWithoutUnity = true;
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MinFilesUsingPrecompiledHeaderOverride = 4;
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"CoreUObject",
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"RenderCore",
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"RHI",
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"ShaderCore",
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"UtilityShaders",
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}
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);
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PrivateIncludePathModuleNames.AddRange(new string[] { "HeadMountedDisplay", "LightPropagationVolumeRuntime" });
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DynamicallyLoadedModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
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}
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}
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