Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayMediaEncoder/GameplayMediaEncoder.Build.cs
aurel cordonnier 50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00

49 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms("Win64")]
public class GameplayMediaEncoder : ModuleRules
{
public GameplayMediaEncoder(ReadOnlyTargetRules Target) : base(Target)
{
// NOTE: General rule is not to access the private folder of another module,
// but to use the ISubmixBufferListener interface, we need to include some private headers
PrivateIncludePaths.Add(System.IO.Path.Combine(Directory.GetCurrentDirectory(), "./Runtime/AudioMixer/Private"));
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"Engine",
"CoreUObject",
"ApplicationCore",
"RenderCore",
"RHI",
"SlateCore",
"Slate",
"HTTP",
"Json",
"AVEncoder",
"WebRTC",
//"IBMRTMPIngest"
});
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.AddRange(new string[]
{
"D3D11RHI"
});
PublicDelayLoadDLLs.Add("mfplat.dll");
PublicDelayLoadDLLs.Add("mfuuid.dll");
PublicDelayLoadDLLs.Add("Mfreadwrite.dll");
PublicSystemLibraries.Add("d3d11.lib");
}
}
}