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- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app - Various changes for facial animation, screen recording, others - ARKit and ARCore plugins were removed, as deemed "not ready" #rb many people #ROBOMERGE-OWNER: josh.adams #ROBOMERGE-AUTHOR: josh.adams #ROBOMERGE-SOURCE: CL 5201138 via CL 5203024 [CL 5226277 by Josh Adams in Main branch]
60 lines
1.3 KiB
C#
60 lines
1.3 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class AudioEditor : ModuleRules
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{
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public AudioEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Editor/AudioEditor/Private",
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"Editor/AudioEditor/Private/Factories",
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"Editor/AudioEditor/Private/AssetTypeActions"
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});
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"AudioMixer"
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});
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"ApplicationCore",
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"AudioMixer",
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"InputCore",
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"Engine",
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"UnrealEd",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"RenderCore",
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"LevelEditor",
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"Landscape",
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"PropertyEditor",
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"DetailCustomizations",
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"ClassViewer",
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"GraphEditor",
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"ContentBrowser",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"AssetTools"
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});
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if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
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{
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PublicDefinitions.Add("WITH_SNDFILE_IO=1");
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}
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else
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{
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PublicDefinitions.Add("WITH_SNDFILE_IO=0");
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}
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}
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}
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