Files
UnrealEngineUWP/Engine/Source/Runtime/GeometryFramework/GeometryFramework.Build.cs
sergio gardeazabal 915d52e8d4 [ChaosVD] Initial Implementation of CVD as a standalone program
Now CVD can be built as an unreal program (in addition to being an editor tool).


#jira UE-191890
#rb Benn.Gallagher

[CL 32844991 by sergio gardeazabal in ue5-main branch]
2024-04-09 19:24:14 -04:00

53 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class GeometryFramework : ModuleRules
{
public GeometryFramework(ReadOnlyTargetRules Target) : base(Target)
{
//PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePathModuleNames.AddRange(
new string[] {
"Shaders" // this is required for raytracing suppport?
}
);
// These are required to register filters to the Level Editor Outliner
if (Target.Type == TargetType.Editor || Target.Type == TargetType.Program)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"EditorWidgets",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"LevelEditor",
}
);
}
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"RHI",
"PhysicsCore",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"SkeletalMeshDescription",
"GeometryCore",
"MeshConversion"
}
);
}
}