Files
UnrealEngineUWP/Engine/Source/Programs/BaseTextureBuildWorker/BaseTextureBuildWorker.Build.cs

46 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Linq;
using EpicGames.Core;
using UnrealBuildTool;
public class BaseTextureBuildWorker : ModuleRules
{
public BaseTextureBuildWorker(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.AddRange(new string[]
{
"CoreUObject",
"Engine",
"DerivedDataCache",
});
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"DerivedDataBuildWorker",
"TextureBuild",
"TextureFormat",
"TextureFormatUncompressed",
});
// Determine if TextureFormatOodle is enabled.
var TextureFormatOodleUPluginFile = FileReference.Combine(new DirectoryReference(EngineDirectory), "Plugins/Developer/TextureFormatOodle/TextureFormatOodle.uplugin");
var TextureFormatOodlePlugin = new PluginInfo(TextureFormatOodleUPluginFile, PluginType.Engine);
bool bTextureFormatOodlePluginEnabled =
Enum.GetValues(typeof(UnrealTargetConfiguration)).Cast<UnrealTargetConfiguration>().Any(config
=> Plugins.IsPluginEnabledForTarget(TextureFormatOodlePlugin, null, Target.Platform, config, TargetType.Program));
if (bTextureFormatOodlePluginEnabled)
{
PrivateDependencyModuleNames.AddRange(new string[]
{
"TextureFormatOodle",
});
}
}
}