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If you still need to old behavior of searching for a library we use the new PublicSystemLibraries instead (used very sparingly). Also updated conventions on importing Android libraries to use the newly introduced Android Architecture instead, which is always set to a valid architecuture (unlike Target.Architecture for the general case) Lastly I updated some build.cs files that were doing filesystem enumeration or copying as they were being parsed, this is highly discouraged (partially because we cache filesystem operations but also it adds a cost to something we expect to be very fast). Any operations like this should be done as part of the build if they have to be done at all. #rb none [CL 7918851 by Joakim Lindqvist in Dev-Build branch]
35 lines
1.3 KiB
C#
35 lines
1.3 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class WebRTCProxy : ModuleRules
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{
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public WebRTCProxy(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core"
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});
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var EngineDir = Path.GetFullPath(Target.RelativeEnginePath);
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PrivateIncludePaths.Add(Path.Combine(EngineDir, "Source/ThirdParty/WebRTC/rev.23789/include/Win64/VS2017"));
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PrivateIncludePaths.Add(Path.Combine(EngineDir, "Source/ThirdParty/WebRTC/rev.23789/include/Win64/VS2017/third_party/jsoncpp/source/include"));
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string LibDir = Path.Combine(EngineDir, "Source/ThirdParty/WebRTC/rev.23789/lib/Win64/VS2017/release/");
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PublicAdditionalLibraries.Add(Path.Combine(LibDir, "json.lib"));
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PublicAdditionalLibraries.Add(Path.Combine(LibDir, "webrtc.lib"));
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PublicAdditionalLibraries.Add(Path.Combine(LibDir, "webrtc_opus.lib"));
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PublicAdditionalLibraries.Add(Path.Combine(LibDir, "audio_decoder_opus.lib"));
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PublicSystemLibraries.Add("Msdmo.lib");
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PublicSystemLibraries.Add("Dmoguids.lib");
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PublicSystemLibraries.Add("wmcodecdspuuid.lib");
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PublicSystemLibraries.Add("Secur32.lib");
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bEnableExceptions = true;
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}
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}
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