Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor/AudioEditor.Build.cs
rob gay 3a88b54176 Copying //UE4/Dev-Audio to Dev-Main (//UE4/Dev-Main) Souce CL: 4806741
#rb aaron.mcleran
#lockdown aaron.mcleran

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: rob.gay
#ROBOMERGE-SOURCE: CL 4806765 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4806770 by rob gay in Dev-Networking branch]
2019-01-24 20:59:01 -05:00

58 lines
1.1 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioEditor : ModuleRules
{
public AudioEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/AudioEditor/Private",
"Editor/AudioEditor/Private/Factories",
"Editor/AudioEditor/Private/AssetTypeActions"
});
PrivateDependencyModuleNames.AddRange(
new string[] {
"AudioMixer"
});
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"ApplicationCore",
"InputCore",
"Engine",
"UnrealEd",
"Slate",
"SlateCore",
"EditorStyle",
"RenderCore",
"LevelEditor",
"Landscape",
"PropertyEditor",
"DetailCustomizations",
"ClassViewer",
"GraphEditor",
"ContentBrowser",
});
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetTools"
});
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
{
PublicDefinitions.Add("WITH_SNDFILE_IO=1");
}
else
{
PublicDefinitions.Add("WITH_SNDFILE_IO=0");
}
}
}