// Copyright Epic Games, Inc. All Rights Reserved. using System.IO; using UnrealBuildTool; [SupportedPlatformGroups("Windows")] public class GameplayMediaEncoder : ModuleRules { public GameplayMediaEncoder(ReadOnlyTargetRules Target) : base(Target) { // NOTE: General rule is not to access the private folder of another module, // but to use the ISubmixBufferListener interface, we need to include some private headers PrivateIncludePaths.Add(System.IO.Path.Combine(Directory.GetCurrentDirectory(), "./Runtime/AudioMixer/Private")); PrivateDependencyModuleNames.AddRange(new string[] { "Core", "Engine", "CoreUObject", "ApplicationCore", "RenderCore", "RHI", "SlateCore", "Slate", "HTTP", "Json", "AVEncoder" }); if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows)) { PrivateDependencyModuleNames.Add("D3D11RHI"); AddEngineThirdPartyPrivateStaticDependencies(Target, "DX11"); PublicDelayLoadDLLs.Add("mfplat.dll"); PublicDelayLoadDLLs.Add("mfuuid.dll"); PublicDelayLoadDLLs.Add("Mfreadwrite.dll"); } } }