Files
UnrealEngineUWP/Engine/Source/Runtime/PreLoadScreen/PreLoadScreen.Build.cs
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

45 lines
1.2 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PreLoadScreen : ModuleRules
{
public PreLoadScreen(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.Add("Runtime/PreLoadScreen/Public");
PrivateIncludePaths.Add("Runtime/PreLoadScreen/Private");
PublicDependencyModuleNames.AddRange(
new string[] {
"Engine",
"ApplicationCore"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"InputCore",
"RenderCore",
"CoreUObject",
"RHI",
"Slate",
"SlateCore",
"BuildPatchServices",
"Projects"
}
);
//Need to make sure Android has Launch module so it can find and process AndroidEventManager events
if (Target.Platform == UnrealTargetPlatform.Android)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Launch"
}
);
}
}
}