Files
UnrealEngineUWP/Engine/Source/Runtime/PhysXCooking/PhysXCooking.Build.cs
Max Chen 4561801a81 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) @7119039
#rb none

[CL 7120528 by Max Chen in Dev-Editor branch]
2019-06-21 01:21:43 -04:00

30 lines
805 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class PhysXCooking : ModuleRules
{
public PhysXCooking(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject", // @todo Mac: for some reason it's needed to link in debug on Mac
"PhysXCookingLib"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/Engine/Private", //A bit hacky, but we don't want to expose the low level physx structs to other modules
}
);
SetupModulePhysicsSupport(Target);
}
}