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- Default behavior is preserved (i.e. Target.bBuildDeveloperTools || (Target.Configuration != UnrealTargetConfiguration.Shipping && Target.Configuration != UnrealTargetConfiguration.Test)) - Added SetupGameplayDebuggerSupport for ModuleRules that want to use GameplayDebugger. This will add required dependency and public definition (WITH_GAMEPLAY_DEBUGGER=0|1) - Build Target can override by specifying a value to 'bUseGameplayDebugger' #jira UE-159095 #rb mieszko.zielinski #preflight 62d178143b057e72748ccbe3 #ROBOMERGE-OWNER: yoan.stamant #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-SOURCE: CL 21113824 via CL 21113871 via CL 21114153 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21142398 by yoan stamant in ue5-main branch]
52 lines
972 B
C#
52 lines
972 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class GameplayDebugger : ModuleRules
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{
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public GameplayDebugger(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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});
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"RenderCore",
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"InputCore",
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"SlateCore",
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"Slate",
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"DeveloperSettings",
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});
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PrivateIncludePaths.AddRange(
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new string[] {
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"Developer/GameplayDebugger/Private",
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"Developer/Settings/Public",
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});
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if (Target.bBuildEditor)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"EditorFramework",
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"UnrealEd",
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"LevelEditor",
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"PropertyEditor",
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});
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}
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SetupIrisSupport(Target);
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if (Target.bUseGameplayDebugger)
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{
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PrecompileForTargets = PrecompileTargetsType.Any;
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}
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}
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}
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}
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