Files
UnrealEngineUWP/Engine/Source/Developer/IOS/IOSTargetPlatform/IOSTargetPlatform.Build.cs
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

53 lines
1.2 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class IOSTargetPlatform : ModuleRules
{
public IOSTargetPlatform(ReadOnlyTargetRules Target) : base(Target)
{
BinariesSubFolder = "IOS";
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"TargetPlatform",
"DesktopPlatform",
"LaunchDaemonMessages",
"Projects",
"AudioPlatformConfiguration"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MessagingCommon",
"TargetDeviceServices",
}
);
PrivateIncludePaths.Add("Developer/IOS/IOSTargetPlatform/Private");
//This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
PublicIncludePaths.AddRange(
new string[]
{
"Runtime/Core/Public/Apple",
"Runtime/Core/Public/IOS",
}
);
if (Target.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
}
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
}
}
}