Files
UnrealEngineUWP/Engine/Source/Runtime/Windows/WindowsPlatformFeatures/WindowsPlatformFeatures.Build.cs
David Harvey f53c45f76f expanding some simple module declarations to include windows platform extensions by default.
#jira UE-179187
#rnx
#rb trivial
#preflight 6422af0b5e52099fe3ba9cc5

[CL 24815951 by David Harvey in ue5-main branch]
2023-03-28 05:28:43 -04:00

34 lines
910 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
[SupportedPlatformGroups("Windows")]
public class WindowsPlatformFeatures : ModuleRules
{
public WindowsPlatformFeatures(ReadOnlyTargetRules Target) : base(Target)
{
// NOTE: General rule is not to access the private folder of another module,
// but to use the ISubmixBufferListener interface, we need to include some private headers
PrivateIncludePaths.Add(System.IO.Path.Combine(Directory.GetCurrentDirectory(), "./Runtime/AudioMixer/Private"));
PrivateDependencyModuleNames.AddRange(
new string[]
{
"ApplicationCore",
"Core",
"CoreUObject",
"Engine",
"AudioMixer",
"AVEncoder",
"GameplayMediaEncoder",
}
);
PublicDelayLoadDLLs.Add("mfplat.dll");
PublicDelayLoadDLLs.Add("mfuuid.dll");
PublicDelayLoadDLLs.Add("Mfreadwrite.dll");
}
}