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

57 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
using System;
[SupportedPlatforms("Linux")]
[SupportedPlatformGroups("Windows")]
public class AVEncoder : ModuleRules
{
public AVEncoder(ReadOnlyTargetRules Target) : base(Target)
{
// Without these two compilation fails on VS2017 with D8049: command line is too long to fit in debug record.
bLegacyPublicIncludePaths = false;
DefaultBuildSettings = BuildSettingsVersion.V2;
// PCHUsage = PCHUsageMode.NoPCHs;
// PrecompileForTargets = PrecompileTargetsType.None;
PrivateDependencyModuleNames.AddRange(new string[] {
"Engine",
"SignalProcessing"
});
PublicDependencyModuleNames.AddRange(new string[] {
"RenderCore",
"Core",
"RHI",
"CUDA"
// ... add other public dependencies that you statically link with here ...
});
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) || Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
PublicIncludePathModuleNames.Add("Vulkan");
}
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
{
PrivateDependencyModuleNames.AddRange(new string[] {
"D3D11RHI",
"D3D12RHI"
});
AddEngineThirdPartyPrivateStaticDependencies(Target, "DX11", "DX12");
PublicSystemLibraries.AddRange(new string[] {
"mfplat.lib",
"mfuuid.lib",
});
PublicDelayLoadDLLs.Add("Mfreadwrite.dll");
}
}
}