Files
UnrealEngineUWP/Engine/Source/Developer/CookedEditor/CookedEditor.Build.cs
christopher waters 05a8ce6e3f Attempting to fix public include paths.
[CL 24372077 by christopher waters in ue5-main branch]
2023-02-22 18:04:08 -05:00

45 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
public class CookedEditor : ModuleRules
{
public CookedEditor(ReadOnlyTargetRules Target) : base(Target)
{
if (!Target.bCompileAgainstEngine)
{
throw new BuildException("CookedEditor module is meant for cooking only operations, and currently requires Engine to be enabled. This module is being included in a non-Engine-enabled target.");
}
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"AssetRegistry",
"NetCore",
"CoreOnline",
"CoreUObject",
"Projects",
"Engine",
});
PublicDependencyModuleNames.AddRange(new string[]
{
"TargetPlatform",
});
PublicIncludePathModuleNames.Add("WindowsTargetPlatform");
// we currently need to pull in desktop templates that are private
// @todo move these out to Public so they can be extended like this
string EnginePath = Path.GetFullPath(Target.RelativeEnginePath);
PublicIncludePaths.AddRange(
new string[] {
Path.Combine(EnginePath, "Source/Developer/Linux/LinuxTargetPlatform/Private"),
Path.Combine(EnginePath, "Source/Developer/Mac/MacTargetPlatform/Private"),
}
);
}
}