Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor/AudioEditor.Build.cs
josh adams 019c12863e - Merging Dev-Kairos/Engine/... to Main/Engine/...
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people

#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024 via CL 5226277
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 5244512 by josh adams in Dev-VR branch]
2019-02-28 17:06:02 -05:00

60 lines
1.3 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioEditor : ModuleRules
{
public AudioEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/AudioEditor/Private",
"Editor/AudioEditor/Private/Factories",
"Editor/AudioEditor/Private/AssetTypeActions"
});
PrivateDependencyModuleNames.AddRange(
new string[] {
"AudioMixer"
});
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"ApplicationCore",
"AudioMixer",
"InputCore",
"Engine",
"UnrealEd",
"Slate",
"SlateCore",
"EditorStyle",
"RenderCore",
"LevelEditor",
"Landscape",
"PropertyEditor",
"DetailCustomizations",
"ClassViewer",
"GraphEditor",
"ContentBrowser",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetTools"
});
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
{
PublicDefinitions.Add("WITH_SNDFILE_IO=1");
}
else
{
PublicDefinitions.Add("WITH_SNDFILE_IO=0");
}
}
}