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#rb wouter.burgers #rnx ### SourceControl - Remove link to "InputCore" as it is not used - Only include slate and rendering modules if the target we are building for uses slate. - Define SOURCE_CONTROL_WITH_SLATE as 0 if the target we are building for does not use slate. - When SOURCE_CONTROL_WITH_SLATE is zero the following will be applied: -- FRevisionControlStyleManager will not be compiled as it only makes sense if slate is enabled. -- The monitoring aspect of FSourceControlFileStatusMonitor will be disabled as we cannot be notified of user interactions. -- FScopedSourceControlProgress will compile but essentially do nothing. -- The ::GetIcon method of ISourceControlState will no longer be compiled as it returns a FSlateIcon by value. [CL 29516345 by paul chipchase in ue5-main branch]
81 lines
1.4 KiB
C#
81 lines
1.4 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class SourceControl : ModuleRules
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{
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public SourceControl(ReadOnlyTargetRules Target) : base(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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"CoreUObject",
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"DeveloperSettings",
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}
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);
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if (Target.bUsesSlate)
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{
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PublicDefinitions.Add("SOURCE_CONTROL_WITH_SLATE=1");
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"SlateCore",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Slate",
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"RenderCore",
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"RHI"
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}
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);
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}
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else
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{
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PublicDefinitions.Add("SOURCE_CONTROL_WITH_SLATE=0");
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}
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"AssetRegistry"
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}
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);
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if (Target.bBuildEditor)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"EditorFramework",
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"Engine",
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"UnrealEd",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"AssetTools"
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}
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);
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CircularlyReferencedDependentModules.Add("UnrealEd");
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}
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if (Target.bBuildDeveloperTools)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"MessageLog",
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}
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);
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}
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if (Target.Configuration != UnrealTargetConfiguration.Shipping)
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{
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PrecompileForTargets = PrecompileTargetsType.Any;
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}
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UnsafeTypeCastWarningLevel = WarningLevel.Error;
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}
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}
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