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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]
17 lines
479 B
C#
17 lines
479 B
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class HTML5JS : ModuleRules
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{
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// Does not depend on any Unreal modules.
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// UBT doesn't automatically understand .js code and the fact that it needs to be linked in or not.
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public HTML5JS(ReadOnlyTargetRules Target) : base(Target)
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{
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if (Target.Platform == UnrealTargetPlatform.HTML5)
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{
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PublicSystemLibraries.Add("Runtime/HTML5/HTML5JS/Private/HTML5JavaScriptFx.js");
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}
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}
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}
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