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If you still need to old behavior of searching for a library we use the new PublicSystemLibraries instead (used very sparingly). Also updated conventions on importing Android libraries to use the newly introduced Android Architecture instead, which is always set to a valid architecuture (unlike Target.Architecture for the general case) Lastly I updated some build.cs files that were doing filesystem enumeration or copying as they were being parsed, this is highly discouraged (partially because we cache filesystem operations but also it adds a cost to something we expect to be very fast). Any operations like this should be done as part of the build if they have to be done at all. #rb none [CL 7918851 by Joakim Lindqvist in Dev-Build branch]
81 lines
2.0 KiB
C#
81 lines
2.0 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class LandscapeEditor : ModuleRules
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{
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public LandscapeEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"ApplicationCore",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"Engine",
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"Landscape",
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"LandscapeEditorUtilities",
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"RenderCore",
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"RHI",
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"InputCore",
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"UnrealEd",
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"PropertyEditor",
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"ImageWrapper",
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"EditorWidgets",
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"Foliage",
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"ViewportInteraction",
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"VREditor",
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}
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);
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CircularlyReferencedDependentModules.AddRange(
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new string[]
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{
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"ViewportInteraction",
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"VREditor"
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"MainFrame",
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"DesktopPlatform",
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"ContentBrowser",
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"AssetTools",
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"LevelEditor"
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"MainFrame",
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"DesktopPlatform",
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}
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);
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if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32)
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{
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// VS2015 updated some of the CRT definitions but not all of the Windows SDK has been updated to match.
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// Microsoft provides this shim library to enable building with VS2015 until they fix everything up.
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//@todo: remove when no longer neeeded (no other code changes should be necessary).
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if (Target.WindowsPlatform.bNeedsLegacyStdioDefinitionsLib)
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{
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PublicSystemLibraries.Add("legacy_stdio_definitions.lib");
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}
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}
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// KissFFT is used by the smooth tool.
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if (Target.bBuildDeveloperTools &&
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(Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux))
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target, "Kiss_FFT");
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}
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else
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{
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PublicDefinitions.Add("WITH_KISSFFT=0");
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}
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}
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}
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