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Properly set build as default if the project is code and user has compiler when using Quick Launch in UFE (similar to editor's Launch On) #ufe [CL 2393170 by Peter Sauerbrei in Main branch]
51 lines
1.0 KiB
C#
51 lines
1.0 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class LauncherServices : ModuleRules
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{
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public LauncherServices(TargetInfo Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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}
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);
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PublicIncludePathModuleNames.AddRange(
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new string[] {
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"TargetDeviceServices",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"CoreUObject",
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"DesktopPlatform",
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"SessionMessages",
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"SourceCodeAccess",
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"TargetPlatform",
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"UnrealEdMessages",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Messaging",
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"DesktopPlatform",
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"Developer/LauncherServices/Private",
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"Developer/LauncherServices/Private/Devices",
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"Developer/LauncherServices/Private/Games",
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"Developer/LauncherServices/Private/Launcher",
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"Developer/LauncherServices/Private/Profiles",
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}
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);
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}
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}
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}
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