You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#jira #preflight 631b7a79304480f8f8b48580 [CL 21931324 by bryan sefcik in ue5-main branch]
54 lines
1.2 KiB
C#
54 lines
1.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using UnrealBuildTool;
|
|
|
|
public class IOSTargetPlatform : ModuleRules
|
|
{
|
|
public IOSTargetPlatform(ReadOnlyTargetRules Target) : base(Target)
|
|
{
|
|
BinariesSubFolder = "IOS";
|
|
|
|
PrivateDependencyModuleNames.AddRange(
|
|
new string[]
|
|
{
|
|
"Core",
|
|
"CoreUObject",
|
|
"TargetPlatform",
|
|
"DesktopPlatform",
|
|
"LaunchDaemonMessages",
|
|
"Projects",
|
|
"AudioPlatformConfiguration",
|
|
"Sockets",
|
|
"Networking"
|
|
}
|
|
);
|
|
|
|
PrivateIncludePathModuleNames.AddRange(
|
|
new string[] {
|
|
"MessagingCommon",
|
|
"TargetDeviceServices",
|
|
}
|
|
);
|
|
|
|
//This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
|
|
PublicIncludePaths.AddRange(
|
|
new string[]
|
|
{
|
|
"Runtime/Core/Public/Apple",
|
|
"Runtime/Core/Public/IOS",
|
|
"Runtime/Networking/Public",
|
|
}
|
|
);
|
|
|
|
if (Target.bCompileAgainstEngine)
|
|
{
|
|
PrivateDependencyModuleNames.Add("Engine");
|
|
}
|
|
|
|
if (Target.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
|
|
}
|
|
}
|
|
}
|