Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Landscape.Build.cs
ben marsh 11f022162f Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) [at] 6944469
#rb none
#rnx

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: rolando.caloca
#ROBOMERGE-SOURCE: CL 6944849 in //UE4/Main/...
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v367-6836689)

[CL 7089689 by ben marsh in Dev-Build branch]
2019-06-19 08:52:32 -04:00

79 lines
1.6 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class Landscape : ModuleRules
{
public Landscape(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/Engine/Private", // for Engine/Private/Collision/PhysXCollision.h
"Runtime/Landscape/Private",
"../Shaders/Shared"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"TargetPlatform",
"DerivedDataCache",
"Foliage",
"Renderer",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"ApplicationCore",
"Engine",
"RenderCore",
"RHI",
"Renderer",
"Foliage",
}
);
SetupModulePhysicsSupport(Target);
if (Target.bCompilePhysX && Target.bBuildEditor)
{
DynamicallyLoadedModuleNames.Add("PhysXCooking");
}
if (Target.bBuildDeveloperTools && Target.Type != TargetType.Server)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"MeshDescription",
"MeshUtilitiesCommon"
}
);
}
if (Target.bBuildEditor == true)
{
// TODO: Remove all landscape editing code from the Landscape module!!!
PrivateIncludePathModuleNames.Add("LandscapeEditor");
PrivateDependencyModuleNames.AddRange(
new string[] {
"UnrealEd",
"MaterialUtilities",
"SlateCore",
"Slate",
}
);
CircularlyReferencedDependentModules.AddRange(
new string[] {
"UnrealEd",
"MaterialUtilities",
}
);
}
}
}