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