Files
UnrealEngineUWP/Engine/Source/Developer/WorldPartitionHLODUtilities/WorldPartitionHLODUtilities.Build.cs
Sebastien Lussier fec9e8df17 WorldPartition HLOD - First pass at hooking MeshApproximation merge method to HLODs
#rb patrick.enfedaque

[CL 16254621 by Sebastien Lussier in ue5-main branch]
2021-05-10 16:13:14 -04:00

48 lines
1.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class WorldPartitionHLODUtilities : ModuleRules
{
public WorldPartitionHLODUtilities(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.Add("Developer/WorldPartitionHLODUtilities/Public");
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"EditorFramework",
"Engine",
"MeshDescription",
"StaticMeshDescription",
"UnrealEd",
"Projects",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"GeometryProcessingInterfaces",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
"MeshUtilities",
"MeshMergeUtilities",
"MeshReductionInterface",
"GeometryProcessingInterfaces",
}
);
}
}