// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class Water : ModuleRules { public Water(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; StaticAnalyzerDisabledCheckers.Add("core.uninitialized.ArraySubscript"); PrivateIncludePaths.AddRange( new string[] { System.IO.Path.Combine(GetModuleDirectory("Renderer"), "Private"), } ); PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "Landmass", "RHI", "NavigationSystem", "AIModule", "GeometryCore", } ); PrivateDependencyModuleNames.AddRange( new string[] { "RenderCore", "Renderer", "NiagaraCore", "Niagara", "NiagaraShader", "Projects", "Landscape", "GeometryAlgorithms", "DynamicMesh", "MeshConversion", "ChaosCore", "Chaos", "PhysicsCore", "DeveloperSettings" } ); bool bWithWaterSelectionSupport = false; if (Target.bBuildEditor) { bWithWaterSelectionSupport = true; PublicDependencyModuleNames.AddRange( new string[] { "MeshDescription" } ); PrivateDependencyModuleNames.AddRange( new string[] { "SourceControl", "UnrealEd", "StaticMeshDescription", "MeshMergeUtilities" } ); } // Add a feature define instead of relying on the generic WITH_EDITOR define PublicDefinitions.Add("WITH_WATER_SELECTION_SUPPORT=" + (bWithWaterSelectionSupport ? 1 : 0)); } }