Files
UnrealEngineUWP/Engine/Source/Programs/UnrealFrontend/UnrealFrontend.Build.cs
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

94 lines
2.0 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class UnrealFrontend : ModuleRules
{
public UnrealFrontend( ReadOnlyTargetRules Target ) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Runtime/Launch/Public",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Programs/UnrealFrontend/Private",
"Programs/UnrealFrontend/Private/Commands",
"Runtime/Launch/Private", // for LaunchEngineLoop.cpp include
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AutomationController",
"Core",
"ApplicationCore",
"CoreUObject",
"DeviceManager",
"LauncherServices",
"Messaging",
"OutputLog",
"Profiler",
"ProfilerClient",
"ProjectLauncher",
"Projects",
"SessionFrontend",
"SessionServices",
"Slate",
"SlateCore",
"SourceCodeAccess",
"StandaloneRenderer",
"TargetDeviceServices",
"TargetPlatform",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"SlateReflector",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"SlateReflector"
}
);
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PrivateDependencyModuleNames.Add("XCodeSourceCodeAccess");
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.Add("VisualStudioSourceCodeAccess");
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"UnixCommonStartup"
}
);
}
// @todo: allow for better plug-in support in standalone Slate apps
PrivateDependencyModuleNames.AddRange(
new string[] {
"Networking",
"Sockets",
"UdpMessaging",
"TcpMessaging",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Messaging",
}
);
}
}