Files
UnrealEngineUWP/Engine/Source/Programs/ShaderCompileWorker/ShaderCompileWorker.Build.cs
bryan sefcik 377f3c2775 * Updated AssemblyUtils to add an event callback to AssemblyResolve when calling AddFileToAssemblyCache. You had to before explicitly call InstallRecursiveAssemblyResolver to get the assembly cache resolver to work.
* Updated RulesAssembly to add the parent assembles to the assembly cache so the types in the other assemblies can be used when calling the constructor.
#preflight 63cf2823b84de45a0c12a6a4

[CL 23825371 by bryan sefcik in ue5-main branch]
2023-01-23 19:47:44 -05:00

39 lines
831 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class ShaderCompileWorker : ModuleRules
{
public ShaderCompileWorker(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"Projects",
"RenderCore",
"SandboxFile",
"TargetPlatform",
"ApplicationCore",
"TraceLog",
"ShaderCompilerCommon",
"Sockets",
});
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Launch",
"TargetPlatform",
});
PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
// Include D3D compiler binaries
if (Target.Platform == UnrealTargetPlatform.Win64)
{
RuntimeDependencies.Add(DirectX.GetDllDir(Target) + "d3dcompiler_47.dll");
}
}
}