Files
UnrealEngineUWP/Engine/Source/Developer/SimplygonUtilities/SimplygonUtilities.Build.cs
Marc Audy e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00

79 lines
1.5 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class SimplygonUtilities : ModuleRules
{
public SimplygonUtilities(TargetInfo Target)
{
BinariesSubFolder = "NotForLicensees";
PublicIncludePaths.AddRange(
new string[] {
ModuleDirectory + "/Public/",
}
);
PublicIncludePaths.AddRange(
new string[] {
ModuleDirectory + "/Private/",
ModuleDirectory + "/Private/Layouts/",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"PropertyEditor",
"MeshUtilities",
"Landscape",
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"RHI",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"UnrealEd",
"InputCore",
"LevelEditor",
"EditorStyle", //Fonts etc.
"ContentBrowser", //For asset syncing
"ShaderCore", //For material rendering
"Landscape",
"RawMesh",
"MaterialUtilities"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
"PropertyEditor",
"MeshUtilities"
}
);
if (UEBuildConfiguration.bCompileSimplygon == true)
{
AddThirdPartyPrivateStaticDependencies(Target, "Simplygon");
}
}
}
}