Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Landscape.Build.cs
don boogert b9b8d95175 Landscape: Use PointHashGrid2 to weld coincident points
* Removed old ExportToRawMesh function and CVar `landscape.Nanite.MarchingSquaresVisibility`
* Make Landscape Nanite build less noisey in the logs
* GeometryCore - Added Reserve to TPointHashGrid2 (to match TPointHashGrid3)

#jira UE-194086
#rb jonathan.bard

[CL 29025960 by don boogert in ue5-main branch]
2023-10-23 21:04:53 -04:00

78 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class Landscape : ModuleRules
{
public Landscape(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
"TargetPlatform",
"DerivedDataCache",
"Shaders"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"ApplicationCore",
"Engine",
"RenderCore",
"RHI",
"Renderer",
"Foliage",
"GeometryCore",
"DeveloperSettings"
}
);
SetupModulePhysicsSupport(Target);
if (Target.Type == TargetType.Editor || Target.Type == TargetType.Program)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"MeshDescription",
"StaticMeshDescription",
"MeshUtilitiesCommon"
}
);
}
if (Target.bBuildEditor == true)
{
// TODO: Remove all landscape editing code from the Landscape module!!!
PrivateIncludePathModuleNames.Add("LandscapeEditor");
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"UnrealEd",
"MaterialUtilities",
"SlateCore",
"Slate",
"GeometryCore",
"MeshUtilities",
"MeshUtilitiesCommon",
"MeshBuilderCommon",
"MeshBuilder",
}
);
DynamicallyLoadedModuleNames.Add("NaniteBuilder");
PrivateIncludePathModuleNames.Add("NaniteBuilder");
CircularlyReferencedDependentModules.AddRange(
new string[] {
"UnrealEd",
"MaterialUtilities",
}
);
}
}
}