You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Made sure to manually load the appropriate modules for source code access. The hot reload dependency that VisualStudioSourceCodeAccess had was bringing in the whole editor as a dependency, so this is now restricted to editor builds. SlateViewer now compiles in CoreUObject as the source code accessor module requires it for its settings. TTP# 333675 - CHECKIN: SLATE: WidgetReflector code reference hyperlinks don't work anymore #codereview Nick.Atamas,Frank.Fella [CL 2292278 by Thomas Sarkanen in Main branch]
46 lines
1.0 KiB
C#
46 lines
1.0 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
|
|
|
|
using UnrealBuildTool;
|
|
|
|
public class SlateViewer : ModuleRules
|
|
{
|
|
public SlateViewer(TargetInfo Target)
|
|
{
|
|
PublicIncludePaths.Add("Runtime/Launch/Public");
|
|
|
|
PrivateDependencyModuleNames.AddRange(
|
|
new string[] {
|
|
"AppFramework",
|
|
"Core",
|
|
"Projects",
|
|
"Slate",
|
|
"SlateCore",
|
|
"SlateReflector",
|
|
"StandaloneRenderer",
|
|
"SourceCodeAccess",
|
|
}
|
|
);
|
|
|
|
if (Target.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
PrivateDependencyModuleNames.Add("XCodeSourceCodeAccess");
|
|
}
|
|
else if (Target.Platform == UnrealTargetPlatform.Win64)
|
|
{
|
|
PrivateDependencyModuleNames.Add("VisualStudioSourceCodeAccess");
|
|
}
|
|
|
|
PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
|
|
|
|
if (Target.Platform == UnrealTargetPlatform.IOS)
|
|
{
|
|
PrivateDependencyModuleNames.AddRange(
|
|
new string [] {
|
|
"NetworkFile",
|
|
"StreamingFile"
|
|
}
|
|
);
|
|
}
|
|
}
|
|
}
|