Files
UnrealEngine/Engine/Source/Developer/OutputLog/OutputLog.Build.cs
2025-05-18 13:04:45 +08:00

54 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class OutputLog : ModuleRules
{
public OutputLog(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject", // @todo Mac: for some reason it's needed to link in debug on Mac
"EngineSettings",
"InputCore",
"Slate",
"SlateCore",
"DesktopPlatform",
"ToolWidgets",
"ToolMenus",
}
);
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"StatusBar",
"UnrealEd",
}
);
}
if (Target.bBuildEditor || Target.bBuildDeveloperTools)
{
PrivateIncludePathModuleNames.Add("WorkspaceMenuStructure");
PrivateDependencyModuleNames.Add("TargetPlatform");
PrivateDefinitions.Add("OUTPUTLOG_HAS_TARGET_PLATFORMS=1");
}
else
{
PrivateDefinitions.Add("OUTPUTLOG_HAS_TARGET_PLATFORMS=0");
}
if (Target.bCompileAgainstEngine)
{
// Required for output log drawer in editor / engine builds.
PrivateDependencyModuleNames.Add("Engine");
}
CppCompileWarningSettings.UnsafeTypeCastWarningLevel = WarningLevel.Error;
}
}