Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/GeometryProcessingAdapters/GeometryProcessingAdapters.Build.cs
michael balzer 82ab317af0 MeshModelingToolset: Split plugin into non-experimental and experimental
#jira UETOOL-3823
#rb ryan.schmidt
#preflight 6101fb4b2b002800014f7007

#ROBOMERGE-SOURCE: CL 17003092 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 17003151 by michael balzer in ue5-release-engine-test branch]
2021-07-29 20:08:48 -04:00

76 lines
1.7 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class GeometryProcessingAdapters : ModuleRules
{
public GeometryProcessingAdapters(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"GeometryProcessingInterfaces",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"ModelingOperators",
"GeometryCore",
"DynamicMesh",
"MeshConversion",
"GeometryAlgorithms", // required for constrained Delaunay triangulation
"MeshUtilitiesCommon", // required by uvlayoutop
"ModelingComponents",
"ModelingComponentsEditorOnly",
"ModelingOperators",
"ModelingOperatorsEditorOnly"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"RenderCore",
"MeshBuilder",
"MeshUtilitiesCommon",
"MeshReductionInterface", // for UE standard simplification
"MeshUtilities", // for tangents calculation
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target, "MikkTSpace");
}
}