Files
2025-05-18 13:04:45 +08:00

75 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Water : ModuleRules
{
public Water(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
StaticAnalyzerDisabledCheckers.Add("core.uninitialized.ArraySubscript");
PrivateIncludePaths.AddRange(
new string[] {
System.IO.Path.Combine(GetModuleDirectory("Renderer"), "Private"),
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"Landmass",
"RHI",
"NavigationSystem",
"AIModule",
"GeometryCore",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"RenderCore",
"Renderer",
"NiagaraCore",
"Niagara",
"NiagaraShader",
"Projects",
"Landscape",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"ChaosCore",
"Chaos",
"PhysicsCore",
"DeveloperSettings"
}
);
bool bWithWaterSelectionSupport = false;
if (Target.bBuildEditor)
{
bWithWaterSelectionSupport = true;
PublicDependencyModuleNames.AddRange(
new string[] {
"MeshDescription"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"SourceControl",
"UnrealEd",
"StaticMeshDescription",
"MeshMergeUtilities"
}
);
}
// Add a feature define instead of relying on the generic WITH_EDITOR define
PublicDefinitions.Add("WITH_WATER_SELECTION_SUPPORT=" + (bWithWaterSelectionSupport ? 1 : 0));
}
}