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

81 lines
1.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LandscapeEditor : ModuleRules
{
public LandscapeEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Json",
"ApplicationCore",
"Slate",
"SlateCore",
"Engine",
"Landscape",
"LandscapeEditorUtilities",
"RenderCore",
"RHI",
"InputCore",
"ImageCore",
"EditorFramework",
"UnrealEd",
"PropertyEditor",
"ImageWrapper",
"EditorWidgets",
"Foliage",
"ToolMenus",
"ToolWidgets",
"SourceControl",
"DirectoryWatcher",
"DeveloperSettings",
"PlacementMode",
"CQTest",
"NavigationSystem",
"VirtualTexturingEditor",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
"DesktopPlatform",
"AssetTools",
"LevelEditor"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"DesktopPlatform",
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
// VS2015 updated some of the CRT definitions but not all of the Windows SDK has been updated to match.
// Microsoft provides this shim library to enable building with VS2015 until they fix everything up.
//@todo: remove when no longer neeeded (no other code changes should be necessary).
if (Target.WindowsPlatform.bNeedsLegacyStdioDefinitionsLib)
{
PublicSystemLibraries.Add("legacy_stdio_definitions.lib");
}
}
// KissFFT is used by the smooth tool.
if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "Kiss_FFT");
}
else
{
PublicDefinitions.Add("WITH_KISSFFT=0");
}
}
}