Files
UnrealEngineUWP/Engine/Source/Programs/CrashReportClient/CrashReportClient.Build.cs
peter sauerbrei cde7b8d738 Add crash reporting to IOS.
Remove old CrashReportHelper
Move files dealing with crash upload and reporting to Runtime/CrashReportCore from CrashReportClient
Addition of CrashReporter Plugin in Fortnite for use with IOS
#rb brandon.schaefer, chris.bunner


#ROBOMERGE-OWNER: peter.sauerbrei
#ROBOMERGE-AUTHOR: peter.sauerbrei
#ROBOMERGE-SOURCE: CL 5814730 via CL 5814731 via CL 5814748 via CL 5817030

[CL 5817031 by peter sauerbrei in Main branch]
2019-04-09 21:27:26 -04:00

65 lines
1.2 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class CrashReportClient : ModuleRules
{
public CrashReportClient(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange
(
new string[]
{
"Runtime/Launch/Public",
"Programs/CrashReportClient/Private",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"ApplicationCore",
"CrashDebugHelper",
"CrashReportCore",
"HTTP",
"Json",
"Projects",
"PakFile",
"XmlParser",
"Analytics",
"AnalyticsET",
"DesktopPlatform",
"LauncherPlatform"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Slate",
"SlateCore",
"StandaloneRenderer",
"MessageLog",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"SlateReflector",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"SlateReflector",
}
);
PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
WhitelistRestrictedFolders.Add("Private/NotForLicensees");
}
}