// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class MacTargetPlatformControls : ModuleRules { public MacTargetPlatformControls(ReadOnlyTargetRules Target) : base(Target) { SDKVersionRelevantPlatforms.Add(UnrealTargetPlatform.Mac); // 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 = "MacTPCon"; PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "TargetPlatform", "DesktopPlatform", "MacTargetPlatformSettings" } ); PrivateIncludePathModuleNames.AddRange( new string[] { "Settings" } ); if (Target.bCompileAgainstEngine) { PublicIncludePathModuleNames.Add("Engine"); PrivateDependencyModuleNames.AddRange( new string[] { "Engine", "CookedEditor", } ); PrivateIncludePathModuleNames.Add("TextureCompressor"); } } }