Files
UnrealEngineUWP/Engine/Source/Runtime/PreLoadScreen/PreLoadScreen.Build.cs
justin marcus 073ea8e76a IInstallBundleManager:
Better handling of init error delegates.

PreloadScreen:
Allow an analytics factory to be passed in on Init.

[at]Daniel.Lamb [at]Thomas.Ross


#ROBOMERGE-SOURCE: CL 9480517 via CL 9480524 via CL 9480526
#ROBOMERGE-BOT: (v508-9471939)

[CL 9480533 by justin marcus in Main branch]
2019-10-08 16:33:58 -04:00

47 lines
949 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PreLoadScreen : ModuleRules
{
public PreLoadScreen(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.Add("Runtime/PreLoadScreen/Public");
PrivateIncludePaths.Add("Runtime/PreLoadScreen/Private");
PublicDependencyModuleNames.AddRange(
new string[] {
"Engine",
"ApplicationCore",
"Analytics",
"AnalyticsET",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"InputCore",
"RenderCore",
"CoreUObject",
"RHI",
"Slate",
"SlateCore",
"BuildPatchServices",
"Projects",
}
);
//Need to make sure Android has Launch module so it can find and process AndroidEventManager events
if (Target.Platform == UnrealTargetPlatform.Android)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Launch"
}
);
}
}
}