// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class LinuxTargetPlatformControls : ModuleRules { public LinuxTargetPlatformControls(ReadOnlyTargetRules Target) : base(Target) { BinariesSubFolder = "Linux"; SDKVersionRelevantPlatforms.AddRange(Utils.GetPlatformsInGroup(UnrealPlatformGroup.Linux)); // 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 = "LinuxTPCon"; PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "TargetPlatform", "DesktopPlatform", "Projects", "LinuxTargetPlatformSettings", } ); PrivateIncludePathModuleNames.AddRange( new string[] { "Settings" } ); if (Target.bCompileAgainstEngine) { PublicIncludePathModuleNames.Add("Engine"); PrivateDependencyModuleNames.Add("Engine"); PrivateIncludePathModuleNames.Add("TextureCompressor"); } } }