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Copying //UE4/Dev-Rendering[at]4626416 to Dev-Main (//UE4/Dev-Main) #rb none #lockdown nick.penwarden #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-AUTHOR: marcus.wassmer #ROBOMERGE-SOURCE: CL 4626501 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4627410 by jason bestimt in Dev-VR branch]
74 lines
2.3 KiB
C#
74 lines
2.3 KiB
C#
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class NavigationSystem : ModuleRules
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{
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public NavigationSystem(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicIncludePaths.AddRange(
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new string[] {
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"Runtime/NavigationSystem/Public",
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"Runtime/NavigationSystem/Private",
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"Runtime/Engine/Private",
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"Developer/DerivedDataCache/Public",
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"RHI",
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"RenderCore",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[]
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{
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"TargetPlatform",
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}
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);
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if (!Target.bBuildRequiresCookedData && Target.bCompileAgainstEngine)
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{
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DynamicallyLoadedModuleNames.Add("DerivedDataCache");
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}
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SetupModulePhysicsSupport(Target);
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if (Target.bCompileRecast)
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{
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PrivateDependencyModuleNames.Add("Navmesh");
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PublicDefinitions.Add("WITH_RECAST=1");
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}
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else
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{
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// Because we test WITH_RECAST in public Engine header files, we need to make sure that modules
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// that import us also have this definition set appropriately. Recast is a private dependency
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// module, so it's definitions won't propagate to modules that import Engine.
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PublicDefinitions.Add("WITH_RECAST=0");
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}
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if (Target.bBuildEditor == true)
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{
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// @todo api: Only public because of WITH_EDITOR and UNREALED_API
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PublicDependencyModuleNames.Add("UnrealEd");
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CircularlyReferencedDependentModules.Add("UnrealEd");
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}
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}
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}
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}
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