Files
UnrealEngineUWP/Engine/Source/Runtime/NetworkFileSystem/NetworkFileSystem.Build.cs
Josh Adams afecc5d4e1 - Fixed a COTF bug where it would use the TargetPlatformName (say WIndowsClient) instead of IniPlatformName (Windows) when looking in PLatformExtension directories
#jira UE-142751
#preflight 621cdede49723678579e6f8e

[CL 19173286 by Josh Adams in ue5-main branch]
2022-02-28 09:43:53 -05:00

52 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class NetworkFileSystem : ModuleRules
{
public NetworkFileSystem(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/NetworkFileSystem/Private",
});
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Projects",
"SandboxFile",
"TargetPlatform",
"DesktopPlatform",
});
PublicIncludePaths.AddRange(
new string[] {
"Runtime/NetworkFileSystem/Public",
});
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"Sockets",
});
if ((Target.Platform == UnrealTargetPlatform.Win64) ||
(Target.Platform == UnrealTargetPlatform.Mac))
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenSSL", "libWebSockets", "zlib");
PublicDefinitions.Add("ENABLE_HTTP_FOR_NFS=1");
PrivateDependencyModuleNames.Add("SSL");
}
else
{
PublicDefinitions.Add("ENABLE_HTTP_FOR_NFS=0");
}
PrecompileForTargets = PrecompileTargetsType.Editor;
}
}
}