Files
UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/LandscapeEditor.Build.cs
Ori Cohen 9e51521dbe Move foliage into its own module
[CL 2405964 by Ori Cohen in Main branch]
2015-01-14 10:26:59 -05:00

57 lines
1.2 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LandscapeEditor : ModuleRules
{
public LandscapeEditor(TargetInfo Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Slate",
"SlateCore",
"EditorStyle",
"Engine",
"Landscape",
"RenderCore",
"InputCore",
"UnrealEd",
"PropertyEditor",
"ImageWrapper",
"EditorWidgets",
"Foliage",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
"DesktopPlatform",
"ContentBrowser",
"AssetTools",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"DesktopPlatform",
"ImageWrapper",
}
);
// KissFFT is used by the smooth tool.
if (UEBuildConfiguration.bCompileLeanAndMeanUE == false &&
(Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux))
{
AddThirdPartyPrivateStaticDependencies(Target, "Kiss_FFT");
}
else
{
Definitions.Add("WITH_KISSFFT=0");
}
}
}