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Properly set build as default if the project is code and user has compiler when using Quick Launch in UFE (similar to editor's Launch On) #ufe [CL 2393170 by Peter Sauerbrei in Main branch]
66 lines
1.4 KiB
C#
66 lines
1.4 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class UnrealFrontend : ModuleRules
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{
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public UnrealFrontend( TargetInfo Target )
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{
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PublicIncludePaths.Add("Runtime/Launch/Public");
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PrivateIncludePaths.AddRange(
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new string[] {
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"Programs/UnrealFrontend/Private",
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"Programs/UnrealFrontend/Private/Commands",
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"Runtime/Launch/Private", // for LaunchEngineLoop.cpp include
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"AutomationController",
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"Core",
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"CoreUObject",
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"DeviceManager",
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"LauncherServices",
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"Messaging",
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"ProfilerClient",
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"ProjectLauncher",
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"Projects",
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"SessionFrontend",
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"SessionServices",
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"Slate",
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"SlateCore",
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"SlateReflector",
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"SourceCodeAccess",
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"StandaloneRenderer",
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"TargetDeviceServices",
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"TargetPlatform",
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}
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);
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if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PrivateDependencyModuleNames.Add("XCodeSourceCodeAccess");
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}
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else if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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PrivateDependencyModuleNames.Add("VisualStudioSourceCodeAccess");
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}
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// @todo: allow for better plug-in support in standalone Slate apps
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Networking",
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"Sockets",
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"UdpMessaging",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Messaging",
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}
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);
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}
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} |