Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Renderer.Build.cs
juan canada 0ac7e71c6e Undo //UE4/Main/... changelist 5335728
#rb marcus.wassmer

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: juan.canada
#ROBOMERGE-SOURCE: CL 5335770 in //UE4/Main/...
#ROBOMERGE-BOT: CORE (Main -> Dev-Core)

[CL 5396663 by juan canada in Dev-Core branch]
2019-03-14 06:42:03 -04:00

49 lines
1.3 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Renderer : ModuleRules
{
public Renderer(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/Renderer/Private",
"Runtime/Renderer/Private/CompositionLighting",
"Runtime/Renderer/Private/PostProcess",
"../Shaders/Shared"
}
);
PublicDependencyModuleNames.Add("Core");
PublicDependencyModuleNames.Add("Engine");
PublicDependencyModuleNames.Add("MaterialShaderQualitySettings");
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("TargetPlatform");
}
// Renderer module builds faster without unity
// Non-unity also provides faster iteration
// Not enabled by default as it might harm full rebuild times without XGE
//bFasterWithoutUnity = true;
MinFilesUsingPrecompiledHeaderOverride = 4;
PrivateDependencyModuleNames.AddRange(
new string[] {
"CoreUObject",
"ApplicationCore",
"RenderCore",
"ImageWriteQueue",
"RHI",
"UtilityShaders"
}
);
PrivateIncludePathModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
DynamicallyLoadedModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
}
}