52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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[SupportedPlatforms("Win64")]
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public class TextureShareDisplayCluster : ModuleRules
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{
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public TextureShareDisplayCluster(ReadOnlyTargetRules Target) : base(Target)
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{
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// Internal dependency (debug log purpose)
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string EngineDir = Path.GetFullPath(Target.RelativeEnginePath);
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PrivateIncludePaths.Add(Path.Combine(EngineDir, "Plugins", "VirtualProduction", "TextureShare", "Source", "TextureShareCore", "Private"));
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PrivateIncludePaths.Add(Path.Combine(EngineDir, "Plugins", "VirtualProduction", "TextureShare", "Source", "TextureShare", "Private"));
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// Show more log for internal sync processes
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bool bEnableExtraDebugLog = false;
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if (bEnableExtraDebugLog)
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{
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//Show log in SDK-for Debug and DebugGame builds
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PublicDefinitions.Add("TEXTURESHAREDISPLAYCLUSTER_DEBUGLOG=1");
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}
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else
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{
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PublicDefinitions.Add("TEXTURESHAREDISPLAYCLUSTER_DEBUGLOG=0");
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}
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// List of public dependency module names (no path needed) (automatically does the private/public include). These are modules that are required by our public source files.
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"DisplayCluster",
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"DisplayClusterShaders",
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"DisplayClusterConfiguration",
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});
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// List of private dependency module names. These are modules that our private code depends on but nothing in our public include files depend on.
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"Engine",
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"RHI",
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"Renderer",
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"RenderCore",
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"TextureShare",
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"TextureShareCore",
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});
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}
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}
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