// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.IO; public class Landscape : ModuleRules { public Landscape(ReadOnlyTargetRules Target) : base(Target) { PrivateIncludePathModuleNames.AddRange( new string[] { "TargetPlatform", "DerivedDataCache", "Shaders" } ); PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "ApplicationCore", "Engine", "RenderCore", "ImageCore", "MathCore", "RHI", "Renderer", "Foliage", "GeometryCore", "TraceLog", "DeveloperSettings" } ); SetupModulePhysicsSupport(Target); if (Target.Type == TargetType.Editor || Target.Type == TargetType.Program) { PrivateDependencyModuleNames.AddRange( new string[] { "MeshDescription", "StaticMeshDescription", "MeshUtilitiesCommon" } ); } if (Target.bBuildEditor == true) { // TODO: Remove all landscape editing code from the Landscape module!!! PrivateIncludePathModuleNames.Add("LandscapeEditor"); PrivateDependencyModuleNames.AddRange( new string[] { "EditorFramework", "UnrealEd", "MaterialUtilities", "SlateCore", "Slate", "GeometryCore", "MeshUtilities", "MeshUtilitiesCommon", "MeshBuilderCommon", "MeshBuilder", "ActionableMessage" } ); DynamicallyLoadedModuleNames.Add("NaniteBuilder"); PrivateIncludePathModuleNames.Add("NaniteBuilder"); CircularlyReferencedDependentModules.AddRange( new string[] { "UnrealEd", "MaterialUtilities", "MeshUtilities", } ); } } }