// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class IOSTargetPlatformControls : ModuleRules { public IOSTargetPlatformControls(ReadOnlyTargetRules Target) : base(Target) { BinariesSubFolder = "IOS"; // 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 = "IOSTPCon"; SDKVersionRelevantPlatforms.Add(UnrealTargetPlatform.IOS); PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "TargetPlatform", "DesktopPlatform", "LaunchDaemonMessages", "Projects", "Json", "AudioPlatformConfiguration", "Sockets", "Networking", "IOSTargetPlatformSettings" } ); PrivateIncludePathModuleNames.AddRange( new string[] { "MessagingCommon", "TargetDeviceServices", } ); if (Target.bCompileAgainstEngine) { PrivateDependencyModuleNames.Add("Engine"); } if (Target.Platform == UnrealTargetPlatform.Mac) { PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice"); } } }