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