Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/StateTreeModule.Build.cs
yoan stamant bdfef806dd [StateTreeDebugger] enabled debugger on all desktop platforms
#jira UE-192305
#rb mikko.mononen

[CL 33353516 by yoan stamant in ue5-main branch]
2024-04-30 17:07:24 -04:00

67 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class StateTreeModule : ModuleRules
{
public StateTreeModule(ReadOnlyTargetRules Target) : base(Target)
{
UnsafeTypeCastWarningLevel = WarningLevel.Warning;
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"DeveloperSettings",
"Engine",
"AIModule",
"GameplayTags",
"StructUtils",
"StructUtilsEngine",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"PropertyPath",
}
);
UnsafeTypeCastWarningLevel = WarningLevel.Error;
if (Target.bBuildEditor)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"UnrealEd",
"BlueprintGraph",
}
);
}
// Until we split use of TraceServices and TraceAnalysis in the debugger we enable only on platforms supporting both at the moment
if (Target.Platform.IsInGroup(UnrealPlatformGroup.Desktop) && (Target.Configuration != UnrealTargetConfiguration.Shipping || Target.bBuildEditor))
{
PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=1");
PublicDependencyModuleNames.AddRange(
new string[]
{
"TraceLog",
"TraceServices",
"TraceAnalysis"
}
);
}
else
{
PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=0");
}
}
}
}