Files
UnrealEngineUWP/Engine/Source/Developer/SourceControl/SourceControl.Build.cs
Patrick Laflamme 67dacf2baa Fixed memory leak when a long source control operation blocks the main thread while the rendering thread renders to animate the source control feedback popup.
Note: This popup is currently disabled for P4.

#jira UE-161263 - GitHub 9492 : [UE-100291][UE-160299] Fix source control progress bar crashing out of video memory in case of long-running operation
#jira UE-160395 - GitHub 9464 : fix FScopedSourceControlProgress memory leak.
#jira UE-160299 - GPU memory leak during large source control operations

#rb Vincent.Gauthier
#preflight 63078403e674580995224875

[CL 21563977 by Patrick Laflamme in ue5-main branch]
2022-08-25 10:33:13 -04:00

66 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class SourceControl : ModuleRules
{
public SourceControl(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("Developer/SourceControl/Private");
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"SlateCore",
"InputCore",
"DeveloperSettings",
}
);
PublicDefinitions.Add("SOURCE_CONTROL_WITH_SLATE=1");
PrivateDependencyModuleNames.AddRange(
new string[] {
"AssetRegistry",
"Slate",
"RenderCore",
"RHI",
}
);
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"Engine",
"UnrealEd",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetTools"
}
);
CircularlyReferencedDependentModules.Add("UnrealEd");
}
if (Target.bBuildDeveloperTools)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"MessageLog",
}
);
}
if (Target.Configuration != UnrealTargetConfiguration.Shipping)
{
PrecompileForTargets = PrecompileTargetsType.Any;
}
}
}