Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/GeometryCollectionEngine.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

57 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class GeometryCollectionEngine : ModuleRules
{
public GeometryCollectionEngine(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("Runtime/Experimental/GeometryCollectionEngine/Private");
PublicIncludePaths.Add(ModuleDirectory + "/Public");
SetupModulePhysicsSupport(Target);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"RHI",
"Renderer",
"PhysX",
"FieldSystemEngine",
"GeometryCollectionCore",
"GeometryCollectionSimulationCore",
"ChaosSolverEngine",
"IntelISPC"
}
);
if (Target.bCompileAPEX)
{
PublicDependencyModuleNames.Add("APEX");
}
if (!Target.bBuildRequiresCookedData)
{
DynamicallyLoadedModuleNames.Add("DerivedDataCache");
}
PrivateIncludePathModuleNames.Add("DerivedDataCache");
if (Target.bBuildEditor)
{
DynamicallyLoadedModuleNames.Add("NaniteBuilder");
PrivateIncludePathModuleNames.Add("NaniteBuilder");
PrivateDependencyModuleNames.Add("EditorFramework");
PrivateDependencyModuleNames.Add("UnrealEd");
}
PrivateDefinitions.Add("CHAOS_INCLUDE_LEVEL_1=1");
}
}
}