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

57 lines
1.8 KiB
C#

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