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Fixed include paths to be relative to the private or public folders. Hid or removed includes that reached into other private module folders. Updated PublicInclude paths when necessary. #jira #preflight 631a717cec45fbf3d74d4ba7 [CL 21916033 by bryan sefcik in ue5-main branch]
47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class Renderer : ModuleRules
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{
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public Renderer(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"../Shaders/Shared"
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}
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);
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PublicDependencyModuleNames.Add("Core");
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PublicDependencyModuleNames.Add("Engine");
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PublicDependencyModuleNames.Add("MaterialShaderQualitySettings");
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.Add("TargetPlatform");
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}
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// Renderer module builds faster without unity
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// Non-unity also provides faster iteration
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// Not enabled by default as it might harm full rebuild times without XGE
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//bFasterWithoutUnity = true;
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MinFilesUsingPrecompiledHeaderOverride = 4;
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"CoreUObject",
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"ApplicationCore",
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"RenderCore",
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"ImageWriteQueue",
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"RHI"
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}
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);
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PrivateIncludePathModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
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DynamicallyLoadedModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
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PrivateIncludePathModuleNames.AddRange(new string[] { "EyeTracker" });
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DynamicallyLoadedModuleNames.AddRange(new string[] { "EyeTracker" });
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}
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}
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