// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class AndroidTargetPlatformControls : ModuleRules { public AndroidTargetPlatformControls(ReadOnlyTargetRules Target) : base(Target) { CppCompileWarningSettings.UnsafeTypeCastWarningLevel = WarningLevel.Error; BinariesSubFolder = "Android"; SDKVersionRelevantPlatforms.Add(UnrealTargetPlatform.Android); // We need a short name here since this can run afoul very easily of the `MAX_PATH` limit when // combined with building other targets that make use of this. ShortName = "AndTPCon"; PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "TargetPlatform", "DesktopPlatform", "AndroidDeviceDetection", "AudioPlatformConfiguration", "AndroidTargetPlatformSettings" } ); PrivateIncludePathModuleNames.AddRange( new string[] { "AndroidTargetPlatformSettings" } ); if (Target.bCompileAgainstEngine) { PrivateDependencyModuleNames.Add("Engine"); PrivateIncludePathModuleNames.Add("TextureCompressor"); //@todo android: AndroidTargetPlatform.Build } PublicDefinitions.Add("WITH_OGGVORBIS=1"); } }