// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class LandscapeEditor : ModuleRules { public LandscapeEditor(ReadOnlyTargetRules Target) : base(Target) { PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Json", "ApplicationCore", "Slate", "SlateCore", "Engine", "Landscape", "LandscapeEditorUtilities", "RenderCore", "RHI", "InputCore", "ImageCore", "EditorFramework", "UnrealEd", "PropertyEditor", "ImageWrapper", "EditorWidgets", "Foliage", "ToolMenus", "ToolWidgets", "SourceControl", "DirectoryWatcher", "DeveloperSettings", "PlacementMode", "CQTest", "NavigationSystem", "VirtualTexturingEditor", } ); PrivateIncludePathModuleNames.AddRange( new string[] { "MainFrame", "DesktopPlatform", "AssetTools", "LevelEditor" } ); DynamicallyLoadedModuleNames.AddRange( new string[] { "MainFrame", "DesktopPlatform", } ); if (Target.Platform == UnrealTargetPlatform.Win64) { // VS2015 updated some of the CRT definitions but not all of the Windows SDK has been updated to match. // Microsoft provides this shim library to enable building with VS2015 until they fix everything up. //@todo: remove when no longer neeeded (no other code changes should be necessary). if (Target.WindowsPlatform.bNeedsLegacyStdioDefinitionsLib) { PublicSystemLibraries.Add("legacy_stdio_definitions.lib"); } } // KissFFT is used by the smooth tool. if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux) { AddEngineThirdPartyPrivateStaticDependencies(Target, "Kiss_FFT"); } else { PublicDefinitions.Add("WITH_KISSFFT=0"); } } }