Files
UnrealEngineUWP/Engine/Source/Runtime/NetworkFileSystem/NetworkFileSystem.Build.cs
Marc Audy 7a0f229e8d Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden
#rnx
#rb none

[CL 3903710 by Marc Audy in Main branch]
2018-02-22 11:25:06 -05:00

54 lines
1.3 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class NetworkFileSystem : ModuleRules
{
public NetworkFileSystem(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/NetworkFileSystem/Private",
"Runtime/NetworkFileSystem/Private/Simple",
"Runtime/NetworkFileSystem/Private/Streaming",
});
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Projects",
"SandboxFile",
"TargetPlatform",
});
PublicIncludePaths.AddRange(
new string[] {
"Runtime/NetworkFileSystem/Public",
"Runtime/NetworkFileSystem/Public/Interfaces",
"Runtime/CoreUObject/Public/Interfaces",
});
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"Sockets",
});
if ((Target.Platform == UnrealTargetPlatform.Win64) ||
(Target.Platform == UnrealTargetPlatform.Mac))
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenSSL", "libWebSockets", "zlib");
PublicDefinitions.Add("ENABLE_HTTP_FOR_NFS=1");
PrivateDependencyModuleNames.Add("SSL");
}
else
{
PublicDefinitions.Add("ENABLE_HTTP_FOR_NFS=0");
}
PrecompileForTargets = PrecompileTargetsType.Editor;
}
}
}