Files
UnrealEngineUWP/Engine/Source/Programs/CrashReporter/CrashReportClient/CrashReportClient.Build.cs
Jamie Dale 543e06757e Ensured that Engine/Runtime modules don't depend on SlateReflector in a shipping build
Changed everything using SlateReflector to list it as a dynamic dependency. Nothing should ever need to link directly to SlateReflector as it just provides an interface for spawning the various debug UIs, such as the WidgetReflector.

Went through and made sure that the Engine/Runtime modules that use SlateReflector aren't using it in a shipping build. Also removed the testing code from AppFramework, and made sure that you can't try and spawn the test suite in a shipping build.

[CL 2660803 by Jamie Dale in Main branch]
2015-08-19 07:53:45 -04:00

61 lines
1.0 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class CrashReportClient : ModuleRules
{
public CrashReportClient(TargetInfo Target)
{
PublicIncludePaths.AddRange
(
new string[]
{
"Runtime/Launch/Public",
"Programs/CrashReporter/CrashReportClient/Private",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"CrashDebugHelper",
"HTTP",
"Json",
"Projects",
"XmlParser",
"Analytics",
"AnalyticsET",
}
);
if (Target.Platform != UnrealTargetPlatform.Linux)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Slate",
"SlateCore",
"StandaloneRenderer",
"MessageLog",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"SlateReflector",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"SlateReflector",
}
);
}
PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
}
}