Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayMediaEncoder/GameplayMediaEncoder.Build.cs
Josh Adams d0bf843c9c - Merging Dev-Kairos/Engine/... to Main/Engine/...
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people


#ROBOMERGE-OWNER: josh.adams
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024

[CL 5226277 by Josh Adams in Main branch]
2019-02-27 11:57:17 -05:00

46 lines
1.2 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms(UnrealTargetPlatform.Win32, UnrealTargetPlatform.Win64)]
public class GameplayMediaEncoder : ModuleRules
{
public GameplayMediaEncoder(ReadOnlyTargetRules Target) : base(Target)
{
// NOTE: General rule is not to access the private folder of another module,
// but to use the ISubmixBufferListener interface, we need to include some private headers
PrivateIncludePaths.Add(System.IO.Path.Combine(Directory.GetCurrentDirectory(), "./Runtime/AudioMixer/Private"));
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"Engine",
"CoreUObject",
"ApplicationCore",
"RenderCore",
"RHI",
"SlateCore",
"Slate",
"HTTP",
"Json",
//"IBMRTMPIngest"
});
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.AddRange(new string[]
{
"D3D11RHI"
});
PublicDelayLoadDLLs.Add("mfplat.dll");
PublicDelayLoadDLLs.Add("mfuuid.dll");
PublicDelayLoadDLLs.Add("Mfreadwrite.dll");
PublicAdditionalLibraries.Add("d3d11.lib");
}
}
}