Files
UnrealEngineUWP/Engine/Plugins/Runtime/WindowsMixedReality/Source/MixedRealityInteropLibrary/MixedRealityInteropLibrary.Build.cs
David Harvey 5960c816c6 HoloLens build rules: WindowsMixedReality
#preflight 628cb0e9f057b981ca51f6fa
#jira UE-149794
#rnx
#rb Jeff.Fisher

[CL 20361225 by David Harvey in ue5-main branch]
2022-05-25 04:05:04 -04:00

43 lines
1.4 KiB
C#

// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class MixedRealityInteropLibrary : ModuleRules
{
public MixedRealityInteropLibrary(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string LibName = "MixedRealityInterop";
//HACK: use the release version of the interop because the debug build isn't compatible with UE right now.
//if (Target.Configuration == UnrealTargetConfiguration.Debug)
//{
// LibName += "Debug";
//}
string DLLName = LibName + ".dll";
LibName += ".lib";
string InteropLibPath = EngineDirectory + "/Source/ThirdParty/WindowsMixedRealityInterop/Lib/x64/";
PublicAdditionalLibraries.Add(InteropLibPath + LibName);
// Delay-load the DLL, so we can load it from the right place first
PublicDelayLoadDLLs.Add(DLLName);
RuntimeDependencies.Add(EngineDirectory + "/Binaries/ThirdParty/Windows/x64/" + DLLName);
// Hologram remoting dlls
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string[] Dlls = { "Microsoft.Holographic.AppRemoting.dll", "PerceptionDevice.dll", "Microsoft.MixedReality.QR.dll" };
foreach(var Dll in Dlls)
{
PublicDelayLoadDLLs.Add(Dll);
RuntimeDependencies.Add(EngineDirectory + "/Binaries/ThirdParty/Windows/x64/" + Dll);
}
}
}
}
}