Files
UnrealEngineUWP/Engine/Source/Developer/IOS/IOSTargetPlatform/IOSTargetPlatform.Build.cs
cosmin sulea 1898787cf3 UE-63767 - iOS Device Output Log console does not work
#jira UE-63767
#rb Jack.Porter

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: cosmin.sulea
#ROBOMERGE-SOURCE: CL 5036543 in //UE4/Release-4.22/... via CL 5036544
#ROBOMERGE-BOT: CORE (Main -> Dev-Core)

[CL 5122331 by cosmin sulea in Dev-Core branch]
2019-02-22 00:59:41 -05:00

57 lines
1.3 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class IOSTargetPlatform : ModuleRules
{
public IOSTargetPlatform(ReadOnlyTargetRules Target) : base(Target)
{
BinariesSubFolder = "IOS";
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"TargetPlatform",
"DesktopPlatform",
"LaunchDaemonMessages",
"Projects",
"AudioPlatformConfiguration",
"Sockets",
"Networking",
"Engine"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MessagingCommon",
"TargetDeviceServices",
}
);
PrivateIncludePaths.Add("Developer/IOS/IOSTargetPlatform/Private");
//This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
PublicIncludePaths.AddRange(
new string[]
{
"Runtime/Core/Public/Apple",
"Runtime/Core/Public/IOS",
"Runtime/Networking/Public",
}
);
if (Target.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
}
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
}
}
}