Files
UnrealEngineUWP/Engine/Source/Runtime/Advertising/Android/AndroidAdvertising/AndroidAdvertising.Build.cs
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

63 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
namespace UnrealBuildTool.Rules
{
public class AndroidAdvertising : ModuleRules
{
public AndroidAdvertising( ReadOnlyTargetRules Target ) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Advertising",
// ... add private dependencies that you statically link with here ...
}
);
PublicIncludePathModuleNames.Add("Advertising");
PrivateIncludePathModuleNames.AddRange(
new string[]
{
// ... add any private module dependencies that should include paths
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
if (Target.Platform == UnrealTargetPlatform.Android)
{
string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(PluginPath, "AndroidAdvertising_APL.xml"));
}
}
}
}