Files
UnrealEngineUWP/Engine/Source/Programs/UnrealFrontend/UnrealFrontend.Build.cs
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

94 lines
2.0 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class UnrealFrontend : ModuleRules
{
public UnrealFrontend( ReadOnlyTargetRules Target ) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Runtime/Launch/Public",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Programs/UnrealFrontend/Private",
"Programs/UnrealFrontend/Private/Commands",
"Runtime/Launch/Private", // for LaunchEngineLoop.cpp include
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AutomationController",
"Core",
"ApplicationCore",
"CoreUObject",
"DeviceManager",
"LauncherServices",
"Messaging",
"OutputLog",
"Profiler",
"ProfilerClient",
"ProjectLauncher",
"Projects",
"SessionFrontend",
"SessionServices",
"Slate",
"SlateCore",
"SourceCodeAccess",
"StandaloneRenderer",
"TargetDeviceServices",
"TargetPlatform",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"SlateReflector",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"SlateReflector"
}
);
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PrivateDependencyModuleNames.Add("XCodeSourceCodeAccess");
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.Add("VisualStudioSourceCodeAccess");
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"UnixCommonStartup"
}
);
}
// @todo: allow for better plug-in support in standalone Slate apps
PrivateDependencyModuleNames.AddRange(
new string[] {
"Networking",
"Sockets",
"UdpMessaging",
"TcpMessaging",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Messaging",
}
);
}
}