Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Landscape.Build.cs
Jack Porter 5065cf0d0d Grass generation using material
#code_review: gil.gribb, nick.penwarden

[CL 2417004 by Jack Porter in Main branch]
2015-01-23 12:56:04 -05:00

70 lines
1.4 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class Landscape : ModuleRules
{
public Landscape(TargetInfo Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/Engine/Private",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"TargetPlatform",
"DerivedDataCache",
"ImageWrapper",
"Foliage",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"RHI",
"ShaderCore",
"Renderer",
"Foliage",
}
);
SetupModulePhysXAPEXSupport(Target);
if (UEBuildConfiguration.bCompilePhysX && UEBuildConfiguration.bRuntimePhysicsCooking)
{
DynamicallyLoadedModuleNames.Add("PhysXFormats");
PrivateIncludePathModuleNames.Add("PhysXFormats");
}
if (UEBuildConfiguration.bBuildDeveloperTools && Target.Type != TargetRules.TargetType.Server)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"RawMesh"
}
);
}
if (UEBuildConfiguration.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"UnrealEd",
}
);
CircularlyReferencedDependentModules.AddRange(
new string[] {
"UnrealEd",
}
);
}
}
}