Files
UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCodingServer/LiveCodingServer.Build.cs
ben marsh eebeefc613 Prevent LiveCodingServer module building for targets by default.
#rb none
#rnx
#jira

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 5305237 in //UE4/Release-4.22/... via CL 5309055
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)

[CL 5325569 by ben marsh in Dev-Build branch]
2019-03-06 18:16:44 -05:00

30 lines
994 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class LiveCodingServer : ModuleRules
{
public LiveCodingServer(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.Add("Core");
PrivateDependencyModuleNames.Add("Distorm");
PrivateDependencyModuleNames.Add("LiveCoding");
PrivateIncludePaths.Add("Developer/Windows/LiveCoding/Private");
PrivateIncludePaths.Add("Developer/Windows/LiveCoding/Private/External");
string DiaSdkDir = Target.WindowsPlatform.DiaSdkDir;
if(DiaSdkDir == null)
{
throw new System.Exception("Unable to find DIA SDK directory");
}
PrivateIncludePaths.Add(Path.Combine(DiaSdkDir, "include"));
PublicAdditionalLibraries.Add(Path.Combine(DiaSdkDir, "lib", "amd64", "diaguids.lib"));
RuntimeDependencies.Add("$(TargetOutputDir)/msdia140.dll", Path.Combine(DiaSdkDir, "bin", "amd64", "msdia140.dll"));
PrecompileForTargets = PrecompileTargetsType.None;
}
}