57 lines
1.8 KiB
C#
57 lines
1.8 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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namespace UnrealBuildTool.Rules
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{
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public class AIModule : ModuleRules
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{
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public AIModule(ReadOnlyTargetRules Target) : base(Target)
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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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"GameplayTags",
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"GameplayTasks",
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"NavigationSystem",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"AutoRTFM",
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"RHI",
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"RenderCore",
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}
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);
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.Add("EditorFramework");
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PrivateDependencyModuleNames.Add("UnrealEd");
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PrivateDependencyModuleNames.Add("SlateCore");
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PrivateDependencyModuleNames.Add("AITestSuite");
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CircularlyReferencedDependentModules.Add("AITestSuite");
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}
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if (Target.bCompileRecast)
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{
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PrivateDependencyModuleNames.Add("Navmesh");
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PublicDefinitions.Add("WITH_RECAST=1");
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}
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else
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{
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// Because we test WITH_RECAST in public Engine header files, we need to make sure that modules
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// that import us also have this definition set appropriately. Recast is a private dependency
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// module, so it's definitions won't propagate to modules that import Engine.
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PublicDefinitions.Add("WITH_RECAST=0");
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}
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SetupGameplayDebuggerSupport(Target);
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}
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}
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}
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