Files
UnrealEngineUWP/Engine/Source/Programs/UnrealFrontend/UnrealFrontend.Build.cs
Peter Sauerbrei 111481de9b UE-5666 Quick launching crashes for code projects
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]
2014-12-18 17:57:28 -05:00

66 lines
1.4 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class UnrealFrontend : ModuleRules
{
public UnrealFrontend( TargetInfo Target )
{
PublicIncludePaths.Add("Runtime/Launch/Public");
PrivateIncludePaths.AddRange(
new string[] {
"Programs/UnrealFrontend/Private",
"Programs/UnrealFrontend/Private/Commands",
"Runtime/Launch/Private", // for LaunchEngineLoop.cpp include
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AutomationController",
"Core",
"CoreUObject",
"DeviceManager",
"LauncherServices",
"Messaging",
"ProfilerClient",
"ProjectLauncher",
"Projects",
"SessionFrontend",
"SessionServices",
"Slate",
"SlateCore",
"SlateReflector",
"SourceCodeAccess",
"StandaloneRenderer",
"TargetDeviceServices",
"TargetPlatform",
}
);
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PrivateDependencyModuleNames.Add("XCodeSourceCodeAccess");
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.Add("VisualStudioSourceCodeAccess");
}
// @todo: allow for better plug-in support in standalone Slate apps
PrivateDependencyModuleNames.AddRange(
new string[] {
"Networking",
"Sockets",
"UdpMessaging",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Messaging",
}
);
}
}