Files
UnrealEngineUWP/Engine/Source/Developer/iOS/IOSTargetPlatform/IOSTargetPlatform.Build.cs
Mikolaj Sieluzycki 3eac0f9be7 Remove superfluous headers part 2 of n - Engine module cleanup, Animation headers.
#codereview Robert.Manuszewski

[CL 2219071 by Mikolaj Sieluzycki in Main branch]
2014-07-15 10:25:17 -04:00

52 lines
1.2 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class IOSTargetPlatform : ModuleRules
{
public IOSTargetPlatform(TargetInfo Target)
{
BinariesSubFolder = "IOS";
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Messaging",
"TargetPlatform",
"DesktopPlatform",
"LaunchDaemonMessages",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Messaging",
"TargetDeviceServices",
}
);
PlatformSpecificDynamicallyLoadedModuleNames.Add("LaunchDaemonMessages");
//This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
PublicIncludePaths.AddRange(
new string[]
{
"Runtime/Core/Public/Apple",
"Runtime/Core/Public/IOS",
}
);
if (UEBuildConfiguration.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
}
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
}
}
}