// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class AudioExperimentalRuntime : ModuleRules { public AudioExperimentalRuntime(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange( new string[] { "Core", } ); // When the Editor builds all plugins, it will build with engine. In that case add a dependency on CoreUObject. // If we don't do this we will get linker errors for the Engine expecting to find stuff defined here. if (Target.bCompileAgainstEngine) { PublicDependencyModuleNames.Add("CoreUObject"); } PrivateDependencyModuleNames.AddRange( new string[] { "Core", "SignalProcessing", } ); } }