Files
UnrealEngineUWP/Engine/Source/Runtime/WebBrowserTexture/WebBrowserTexture.Build.cs
Guillaume Abadie c72b7a33d8 Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.

Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.

Names of the graph managed resources are not final.

#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer

[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00

56 lines
1.3 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class WebBrowserTexture : ModuleRules
{
public WebBrowserTexture(ReadOnlyTargetRules Target) : base(Target)
{
// WebBrowserTexture objects are needed only on Android, but we also need to be able to
// cook the asset so we must include it in editor builds
if (Target.Platform == UnrealTargetPlatform.Android ||
Target.Platform == UnrealTargetPlatform.IOS ||
Target.Platform == UnrealTargetPlatform.TVOS ||
Target.bBuildEditor == true)
{
PublicIncludePaths.Add("Runtime/WebBrowserTexture/Public");
PrivateIncludePaths.Add("Runtime/WebBrowserTexture/Private");
// Needed for external texture support
PublicIncludePaths.AddRange(
new string[] {
"Runtime/MediaUtils/Public",
});
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/MediaUtils/Private",
});
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"ApplicationCore",
"RHI",
"InputCore",
"Slate",
"SlateCore",
"Serialization",
"MediaUtils",
"RenderCore",
"Engine",
"UtilityShaders",
"WebBrowser"
}
);
}
else
{
PrecompileForTargets = ModuleRules.PrecompileTargetsType.None;
}
}
}