Files
UnrealEngineUWP/Engine/Plugins/Runtime/OpenXR/Source/OpenXRInput/OpenXRInput.Build.cs
brooke hubert 48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00

46 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
namespace UnrealBuildTool.Rules
{
public class OpenXRInput : ModuleRules
{
public OpenXRInput(ReadOnlyTargetRules Target) : base(Target)
{
var EngineDir = Path.GetFullPath(Target.RelativeEnginePath);
PrivateIncludePaths.AddRange(
new string[] {
"OpenXRHMD/Private",
EngineDir + "/Source/Runtime/Renderer/Private",
EngineDir + "/Source/ThirdParty/OpenXR/include",
// ... add other private include paths required here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"ApplicationCore",
"Engine",
"InputDevice",
"InputCore",
"HeadMountedDisplay",
"OpenXRHMD"
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenXR");
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("EditorFramework");
PrivateDependencyModuleNames.Add("UnrealEd");
}
}
}
}