Files
UnrealEngine/Engine/Plugins/VirtualProduction/TextureShare/Source/TextureShareDisplayCluster/TextureShareDisplayCluster.Build.cs
2025-05-18 13:04:45 +08:00

52 lines
1.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
[SupportedPlatforms("Win64")]
public class TextureShareDisplayCluster : ModuleRules
{
public TextureShareDisplayCluster(ReadOnlyTargetRules Target) : base(Target)
{
// Internal dependency (debug log purpose)
string EngineDir = Path.GetFullPath(Target.RelativeEnginePath);
PrivateIncludePaths.Add(Path.Combine(EngineDir, "Plugins", "VirtualProduction", "TextureShare", "Source", "TextureShareCore", "Private"));
PrivateIncludePaths.Add(Path.Combine(EngineDir, "Plugins", "VirtualProduction", "TextureShare", "Source", "TextureShare", "Private"));
// Show more log for internal sync processes
bool bEnableExtraDebugLog = false;
if (bEnableExtraDebugLog)
{
//Show log in SDK-for Debug and DebugGame builds
PublicDefinitions.Add("TEXTURESHAREDISPLAYCLUSTER_DEBUGLOG=1");
}
else
{
PublicDefinitions.Add("TEXTURESHAREDISPLAYCLUSTER_DEBUGLOG=0");
}
// 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.
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"DisplayCluster",
"DisplayClusterShaders",
"DisplayClusterConfiguration",
});
// List of private dependency module names. These are modules that our private code depends on but nothing in our public include files depend on.
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"RHI",
"Renderer",
"RenderCore",
"TextureShare",
"TextureShareCore",
});
}
}