// Copyright Epic Games, Inc. All Rights Reserved. using System.IO; namespace UnrealBuildTool.Rules { public class AIModule : ModuleRules { public AIModule(ReadOnlyTargetRules Target) : base(Target) { PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "GameplayTags", "GameplayTasks", "NavigationSystem", } ); PrivateDependencyModuleNames.AddRange( new string[] { "AutoRTFM", "RHI", "RenderCore", } ); if (Target.bBuildEditor == true) { PrivateDependencyModuleNames.Add("EditorFramework"); PrivateDependencyModuleNames.Add("UnrealEd"); PrivateDependencyModuleNames.Add("SlateCore"); PrivateDependencyModuleNames.Add("AITestSuite"); CircularlyReferencedDependentModules.Add("AITestSuite"); } if (Target.bCompileRecast) { PrivateDependencyModuleNames.Add("Navmesh"); PublicDefinitions.Add("WITH_RECAST=1"); } else { // Because we test WITH_RECAST in public Engine header files, we need to make sure that modules // that import us also have this definition set appropriately. Recast is a private dependency // module, so it's definitions won't propagate to modules that import Engine. PublicDefinitions.Add("WITH_RECAST=0"); } SetupGameplayDebuggerSupport(Target); } } }