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