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If you still need to old behavior of searching for a library we use the new PublicSystemLibraries instead (used very sparingly). Also updated conventions on importing Android libraries to use the newly introduced Android Architecture instead, which is always set to a valid architecuture (unlike Target.Architecture for the general case) Lastly I updated some build.cs files that were doing filesystem enumeration or copying as they were being parsed, this is highly discouraged (partially because we cache filesystem operations but also it adds a cost to something we expect to be very fast). Any operations like this should be done as part of the build if they have to be done at all. #rb none [CL 7918851 by Joakim Lindqvist in Dev-Build branch]
55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
// Fill out your copyright notice in the Description page of Project Settings.
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using System.IO;
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using UnrealBuildTool;
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public class MixedRealityInteropLibrary : ModuleRules
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{
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public MixedRealityInteropLibrary(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
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{
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string LibName = "MixedRealityInterop";
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if (Target.Configuration == UnrealTargetConfiguration.Debug)
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{
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LibName += "Debug";
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}
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string DLLName = LibName + ".dll";
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LibName += ".lib";
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string InteropLibPath = EngineDirectory + "/Source/ThirdParty/WindowsMixedRealityInterop/Lib/x64/";
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PublicAdditionalLibraries.Add(InteropLibPath + LibName);
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// Delay-load the DLL, so we can load it from the right place first
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PublicDelayLoadDLLs.Add(DLLName);
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RuntimeDependencies.Add(EngineDirectory + "/Binaries/ThirdParty/MixedRealityInteropLibrary/" + Target.Platform.ToString() + "/" + DLLName);
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// Hologram remoting dlls
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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string[] Dlls = { "Microsoft.Holographic.AppRemoting.dll", "PerceptionDevice.dll" };
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foreach(var Dll in Dlls)
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{
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PublicDelayLoadDLLs.Add(Dll);
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RuntimeDependencies.Add(EngineDirectory + "/Binaries/ThirdParty/Windows/x64/" + Dll);
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}
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string[] HL1Dlls = { "HolographicStreamerDesktop.dll", "Microsoft.Perception.Simulation.dll", "PerceptionSimulationManager.dll" };
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foreach (var Dll in HL1Dlls)
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{
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PublicDelayLoadDLLs.Add(Dll);
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RuntimeDependencies.Add(EngineDirectory + "/Binaries/Win64/" + Dll);
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}
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}
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}
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else if(Target.Platform == UnrealTargetPlatform.HoloLens)
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{
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PublicSystemLibraries.Add("MixedRealityInteropHoloLens.lib");
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}
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}
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}
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