Files
UnrealEngineUWP/Engine/Source/Runtime/CoreUObject/CoreUObject.Build.cs
Marc Audy 01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00

41 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using EpicGames.Core;
public class CoreUObject : ModuleRules
{
[ConfigFile(ConfigHierarchyType.Engine, "CoreUObject")]
bool bEnableThreadSafeUniqueNetIds = false;
public CoreUObject(ReadOnlyTargetRules Target) : base(Target)
{
PrivatePCHHeaderFile = "Private/CoreUObjectPrivatePCH.h";
SharedPCHHeaderFile = "Public/CoreUObjectSharedPCH.h";
PrivateIncludePaths.Add("Runtime/CoreUObject/Private");
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"TargetPlatform",
}
);
PublicDependencyModuleNames.Add("Core");
PublicDependencyModuleNames.Add("TraceLog");
PrivateDependencyModuleNames.Add("Projects");
PrivateDependencyModuleNames.Add("Json");
ConfigCache.ReadSettings(DirectoryReference.FromFile(Target.ProjectFile), Target.Platform, this);
bool bUseThreadSafeUniqueNetIds = bEnableThreadSafeUniqueNetIds && Target.Type != TargetType.Program;
PublicDefinitions.Add("UNIQUENETID_ESPMODE=ESPMode::" + (bUseThreadSafeUniqueNetIds ? "ThreadSafe" : "Fast"));
// This is to ease migration to ESPMode::ThreadSafe. We have deprecated public FUniqueNetId constructors, by including it in the
// ESPMode::Fast deprecation mechanism. The constructors are public when the ESPMode is Fast, and protected when it is ThreadSafe.
PublicDefinitions.Add("UNIQUENETID_CONSTRUCTORVIS=" + (bUseThreadSafeUniqueNetIds ? "protected" : "public"));
}
}