Files
UnrealEngineUWP/Engine/Source/Developer/Localization/Localization.Build.cs
Jamie Dale adc2fefb19 Added support for splitting off per-platform localization
This is handled by the ELocTextPlatformSplitMode enum, used by FLocTextHelper (default is ELocTextPlatformSplitMode::None to preserve old behavior), and allows you to optionally split localization data for all platforms, or for any NDA restricted platforms. Note: Any localization data that is used by multiple platforms is still considered platform agnostic, even if it appears only within platform specific files.

#jira UE-65600
#rb Francis.Hurteau
#lockdown Matt.Kuhlenschmidt

[CL 4761508 by Jamie Dale in Dev-Editor branch]
2019-01-21 11:07:47 -05:00

36 lines
632 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Localization : ModuleRules
{
public Localization(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"DesktopPlatform",
"Slate",
"SlateCore",
"InputCore",
"Engine",
"SourceControl",
"Json",
}
);
if (Target.Configuration != UnrealTargetConfiguration.Shipping)
{
PrecompileForTargets = PrecompileTargetsType.Any;
}
}
}