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#lockdown Nick.Penwarden #rb rob.cannaday ========================== MAJOR FEATURES + CHANGES ========================== Change 3025090 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemGooglePlay into plugins Change 3025127 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemIOS into plugins Change 3025314 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemWeChat into plugins Change 3025380 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemMcp into plugins Change 3025400 on 2016/06/23 by Rob.Cannaday Move PluginFlow into plugins Change 3025430 on 2016/06/23 by Rob.Cannaday Move OnlineFramework (Hotfix, Lobby, Party, Qos) into plugins Change 3025453 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystem into plugins Change 3025462 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemAmazon into plugins Change 3025480 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemFacebook into plugins Change 3025487 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemNull into plugins Change 3025493 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemSteam into plugins Change 3025512 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemUtils (OnlineBlueprintSupport, OnlineSubsystemUtils) into plugins Change 3025520 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemPS4 into plugins Change 3025526 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemLive into plugins Change 3025542 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemThunderhead into plugins (disabled) Change 3025547 on 2016/06/23 by Rob.Cannaday Delete NewsFeed Change 3028420 on 2016/06/27 by Rob.Cannaday Online Subsystem pluginization changes Change 3028457 on 2016/06/27 by Rob.Cannaday Add ShooterOnlineSessionClient.* Remove copy/paste from previous checkin Change 3029282 on 2016/06/27 by Rob.Cannaday Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) (around CL 3028391) Change 3029363 on 2016/06/27 by Rob.Cannaday UT build fixes for pluginization Change 3032885 on 2016/06/29 by Rob.Cannaday Remove bCompileMCPOss and bCompileSteamOss Change3033072on 2016/06/29 by Rob.Cannaday Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) (around CL 3032885) Change 3033368 on 2016/06/29 by Rob.Cannaday Fix references to online subsystem files in their former location Change 3037635 on 2016/07/05 by Rob.Cannaday Add online plugins to WEX uproject Change 3038147 on 2016/07/05 by Rob.Cannaday Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) Also adds Match3 Change 3038152 on 2016/07/05 by Rob.Cannaday Fixup UnrealMatch3 OSS references Change 3044558 on 2016/07/11 by Rob.Cannaday Move OnlineBlueprintCallProxyBase to Engine/Public/Net to remove dependency for OnlineSubsystemUtils in Engine. Change 3044596 on 2016/07/11 by Rob.Cannaday #jira OGSSOCIAL-226 Investigate Slate solution to fade per line instead of per message Allow users to add a custom FTextLayout to Text boxes Change 3045306 on 2016/07/11 by Rob.Cannaday Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) Change 3045424 on 2016/07/11 by Rob.Cannaday Add OnlineSubsystem plugins to Ocean.uproject #jira OGS-391 Change 3045478 on 2016/07/11 by Rob.Cannaday Crash fix when creating a split screen player via DebugCreatePlayer 1 null check UniqueId #jira OGS-392 Change3046785on 2016/07/12 by Rob.Cannaday Move new hotfix files into plugin Change 3047014 on 2016/07/12 by Rob.Cannaday Fix for VOIP not working #jira OGS-393 Change 3047248 on 2016/07/12 by Rob.Cannaday Fix build warning of member variable initialiization order. Change 3047294 on 2016/07/12 by Rob.Cannaday Fix for ensure on shutdown in Qos module #jira UE-33150 [CL 3047349 by Rob Cannaday in Main branch]
209 lines
7.1 KiB
C#
209 lines
7.1 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System;
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using System.IO;
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public class Core : ModuleRules
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{
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public Core(TargetInfo Target)
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{
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SharedPCHHeaderFile = "Runtime/Core/Public/Core.h";
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PublicIncludePaths.AddRange(
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new string[] {
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"Runtime/Core/Public",
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"Runtime/Core/Public/Internationalization",
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"Runtime/Core/Public/Async",
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"Runtime/Core/Public/Concurrency",
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"Runtime/Core/Public/Containers",
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"Runtime/Core/Public/Delegates",
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"Runtime/Core/Public/GenericPlatform",
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"Runtime/Core/Public/HAL",
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"Runtime/Core/Public/Logging",
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"Runtime/Core/Public/Math",
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"Runtime/Core/Public/Misc",
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"Runtime/Core/Public/Modules",
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"Runtime/Core/Public/Modules/Boilerplate",
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"Runtime/Core/Public/ProfilingDebugging",
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"Runtime/Core/Public/Serialization",
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"Runtime/Core/Public/Serialization/Csv",
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"Runtime/Core/Public/Stats",
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"Runtime/Core/Public/Templates",
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"Runtime/Core/Public/UObject",
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"Developer/DerivedDataCache/Public",
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"Runtime/SynthBenchmark/Public",
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"Runtime/Core/Private",
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"Runtime/Core/Private/Misc",
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"Runtime/Core/Private/Serialization/Json",
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"Runtime/Core/Private/Internationalization",
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"Runtime/Core/Private/Internationalization/Cultures",
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"Runtime/Analytics/Public",
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"Runtime/Engine/Public",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"TargetPlatform",
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"DerivedDataCache",
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"InputDevice",
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"Analytics",
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"RHI"
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}
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);
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if (UEBuildConfiguration.bBuildEditor == true)
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{
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DynamicallyLoadedModuleNames.Add("SourceCodeAccess");
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}
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if ((Target.Platform == UnrealTargetPlatform.Win64) ||
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(Target.Platform == UnrealTargetPlatform.Win32))
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{
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PublicIncludePaths.Add("Runtime/Core/Public/Windows");
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"zlib");
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"IntelTBB",
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"XInput"
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);
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicIncludePaths.AddRange(new string[] { "Runtime/Core/Public/Apple", "Runtime/Core/Public/Mac" });
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"IntelTBB",
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"zlib",
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"OpenGL",
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"PLCrashReporter"
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);
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PublicFrameworks.AddRange(new string[] { "Cocoa", "Carbon", "IOKit", "Security" });
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if (UEBuildConfiguration.bBuildEditor == true)
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{
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PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/Current/MultitouchSupport");
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}
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}
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else if (Target.Platform == UnrealTargetPlatform.IOS || Target.Platform == UnrealTargetPlatform.TVOS)
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{
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PublicIncludePaths.AddRange(new string[] {"Runtime/Core/Public/Apple", "Runtime/Core/Public/IOS"});
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"zlib"
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);
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PublicFrameworks.AddRange(new string[] { "UIKit", "Foundation", "AudioToolbox", "AVFoundation", "GameKit", "StoreKit", "CoreVideo", "CoreMedia", "CoreGraphics", "GameController"});
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if (Target.Platform == UnrealTargetPlatform.IOS)
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{
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PublicFrameworks.AddRange(new string[] { "CoreMotion" });
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}
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bool bSupportAdvertising = Target.Platform == UnrealTargetPlatform.IOS;
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if (bSupportAdvertising)
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{
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PublicFrameworks.AddRange(new string[] { "iAD" });
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}
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}
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else if (Target.Platform == UnrealTargetPlatform.Android)
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{
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PublicIncludePaths.Add("Runtime/Core/Public/Android");
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"cxademangle",
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"zlib"
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);
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}
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else if ((Target.Platform == UnrealTargetPlatform.Linux))
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{
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PublicIncludePaths.Add("Runtime/Core/Public/Linux");
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"zlib",
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"jemalloc",
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"elftoolchain",
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"SDL2"
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);
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// Core uses dlopen()
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PublicAdditionalLibraries.Add("dl");
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// We need FreeType2 and GL for the Splash, but only in the Editor
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if (Target.Type == TargetRules.TargetType.Editor)
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target, "FreeType2");
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AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenGL");
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PrivateIncludePathModuleNames.Add("ImageWrapper");
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}
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}
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else if (Target.Platform == UnrealTargetPlatform.HTML5 && Target.Architecture == "-win32")
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{
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PublicIncludePaths.Add("Runtime/Core/Public/HTML5");
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AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2");
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AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenAL");
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}
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else if (Target.Platform == UnrealTargetPlatform.HTML5 && Target.Architecture != "-win32")
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2");
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PrivateDependencyModuleNames.Add("HTML5JS");
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PrivateDependencyModuleNames.Add("MapPakDownloader");
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}
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if ( UEBuildConfiguration.bCompileICU == true )
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target, "ICU");
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}
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Definitions.Add("UE_ENABLE_ICU=" + (UEBuildConfiguration.bCompileICU ? "1" : "0")); // Enable/disable (=1/=0) ICU usage in the codebase. NOTE: This flag is for use while integrating ICU and will be removed afterward.
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// If we're compiling with the engine, then add Core's engine dependencies
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if (UEBuildConfiguration.bCompileAgainstEngine == true)
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{
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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DynamicallyLoadedModuleNames.AddRange(new string[] { "DerivedDataCache" });
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}
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}
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// On Windows platform, VSPerfExternalProfiler.cpp needs access to "VSPerf.h". This header is included with Visual Studio, but it's not in a standard include path.
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if( Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 )
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{
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var VisualStudioVersionNumber = "11.0";
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var SubFolderName = ( Target.Platform == UnrealTargetPlatform.Win64 ) ? "x64/PerfSDK" : "PerfSDK";
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string PerfIncludeDirectory = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFilesX86), String.Format("Microsoft Visual Studio {0}/Team Tools/Performance Tools/{1}", VisualStudioVersionNumber, SubFolderName));
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if (File.Exists(Path.Combine(PerfIncludeDirectory, "VSPerf.h")))
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{
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PrivateIncludePaths.Add(PerfIncludeDirectory);
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Definitions.Add("WITH_VS_PERF_PROFILER=1");
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}
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}
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if ((Target.Platform == UnrealTargetPlatform.XboxOne) ||
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(Target.Platform == UnrealTargetPlatform.WinRT) ||
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(Target.Platform == UnrealTargetPlatform.WinRT_ARM))
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{
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Definitions.Add("WITH_DIRECTXMATH=1");
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}
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else if ((Target.Platform == UnrealTargetPlatform.Win64) ||
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(Target.Platform == UnrealTargetPlatform.Win32))
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{
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// To enable this requires Win8 SDK
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Definitions.Add("WITH_DIRECTXMATH=0"); // Enable to test on Win64/32.
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//PublicDependencyModuleNames.AddRange( // Enable to test on Win64/32.
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// new string[] {
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// "DirectXMath"
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//});
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}
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else
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{
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Definitions.Add("WITH_DIRECTXMATH=0");
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}
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}
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}
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