Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/GeometryProcessingAdapters/GeometryProcessingAdapters.Build.cs
sebastien lussier 2689dd71cb World Partition - HLOD: Added support for automatic texture sizing for Merged & Simplified HLODs
* Reused existing code to share it between all HLOD generation methods

#jira UE-161274, UE-156559
#rb patrick.enfedaque
#preflight 632927c99840225da23c49a5

[CL 22088941 by sebastien lussier in ue5-main branch]
2022-09-20 01:40:59 -04:00

77 lines
1.7 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class GeometryProcessingAdapters : ModuleRules
{
public GeometryProcessingAdapters(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"GeometryProcessingInterfaces",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"ModelingOperators",
"GeometryCore",
"DynamicMesh",
"MeshConversion",
"GeometryAlgorithms", // required for constrained Delaunay triangulation
"MeshUtilitiesCommon", // required by uvlayoutop
"ModelingComponents",
"ModelingComponentsEditorOnly",
"ModelingOperators",
"ModelingOperatorsEditorOnly"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"RenderCore",
"MaterialUtilities",
"MeshBuilder",
"MeshUtilitiesCommon",
"MeshReductionInterface", // for UE standard simplification
"MeshUtilities", // for tangents calculation
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target, "MikkTSpace");
}
}