Files
UnrealEngineUWP/Engine/Source/Runtime/PreLoadScreen/PreLoadScreen.Build.cs
Marc Audy af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00

46 lines
1.2 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PreLoadScreen : ModuleRules
{
public PreLoadScreen(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.Add("Runtime/PreLoadScreen/Public");
PrivateIncludePaths.Add("Runtime/PreLoadScreen/Private");
PublicDependencyModuleNames.AddRange(
new string[] {
"Engine",
"ApplicationCore"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"InputCore",
"RenderCore",
"ShaderCore",
"CoreUObject",
"RHI",
"Slate",
"SlateCore",
"BuildPatchServices",
"Projects"
}
);
//Need to make sure Android has Launch module so it can find and process AndroidEventManager events
if (Target.Platform == UnrealTargetPlatform.Android)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Launch"
}
);
}
}
}