Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayMediaEncoder/GameplayMediaEncoder.Build.cs
ben marsh 83bd3cd7c6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 6631504 in //UE4/Main/...
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v365-6733468)

[CL 6748759 by ben marsh in Dev-Anim branch]
2019-05-31 18:06:13 -04:00

46 lines
1.2 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms("Win32", "Win64")]
public class GameplayMediaEncoder : ModuleRules
{
public GameplayMediaEncoder(ReadOnlyTargetRules Target) : base(Target)
{
// NOTE: General rule is not to access the private folder of another module,
// but to use the ISubmixBufferListener interface, we need to include some private headers
PrivateIncludePaths.Add(System.IO.Path.Combine(Directory.GetCurrentDirectory(), "./Runtime/AudioMixer/Private"));
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"Engine",
"CoreUObject",
"ApplicationCore",
"RenderCore",
"RHI",
"SlateCore",
"Slate",
"HTTP",
"Json",
//"IBMRTMPIngest"
});
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.AddRange(new string[]
{
"D3D11RHI"
});
PublicDelayLoadDLLs.Add("mfplat.dll");
PublicDelayLoadDLLs.Add("mfuuid.dll");
PublicDelayLoadDLLs.Add("Mfreadwrite.dll");
PublicAdditionalLibraries.Add("d3d11.lib");
}
}
}