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

42 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
[SupportedPlatformGroups("Windows")]
public class GameplayMediaEncoder : ModuleRules
{
public GameplayMediaEncoder(ReadOnlyTargetRules Target) : base(Target)
{
// NOTE: General rule is not to access the private folder of another module,
// but to use the ISubmixBufferListener interface, we need to include some private headers
PrivateIncludePaths.Add(System.IO.Path.Combine(Directory.GetCurrentDirectory(), "./Runtime/AudioMixer/Private"));
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"Engine",
"CoreUObject",
"ApplicationCore",
"RenderCore",
"RHI",
"SlateCore",
"Slate",
"HTTP",
"Json",
"AVEncoder"
});
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
{
PrivateDependencyModuleNames.Add("D3D11RHI");
AddEngineThirdPartyPrivateStaticDependencies(Target, "DX11");
PublicDelayLoadDLLs.Add("mfplat.dll");
PublicDelayLoadDLLs.Add("mfuuid.dll");
PublicDelayLoadDLLs.Add("Mfreadwrite.dll");
}
}
}