83 lines
1.6 KiB
C#
83 lines
1.6 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class Landscape : ModuleRules
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{
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public Landscape(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"TargetPlatform",
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"DerivedDataCache",
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"Shaders"
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"ApplicationCore",
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"Engine",
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"RenderCore",
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"ImageCore",
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"MathCore",
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"RHI",
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"Renderer",
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"Foliage",
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"GeometryCore",
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"TraceLog",
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"DeveloperSettings"
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}
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);
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SetupModulePhysicsSupport(Target);
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if (Target.Type == TargetType.Editor || Target.Type == TargetType.Program)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"MeshDescription",
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"StaticMeshDescription",
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"MeshUtilitiesCommon"
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}
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);
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}
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if (Target.bBuildEditor == true)
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{
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// TODO: Remove all landscape editing code from the Landscape module!!!
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PrivateIncludePathModuleNames.Add("LandscapeEditor");
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"EditorFramework",
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"UnrealEd",
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"MaterialUtilities",
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"SlateCore",
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"Slate",
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"GeometryCore",
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"MeshUtilities",
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"MeshUtilitiesCommon",
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"MeshBuilderCommon",
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"MeshBuilder",
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"ActionableMessage"
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}
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);
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DynamicallyLoadedModuleNames.Add("NaniteBuilder");
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PrivateIncludePathModuleNames.Add("NaniteBuilder");
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CircularlyReferencedDependentModules.AddRange(
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new string[] {
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"UnrealEd",
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"MaterialUtilities",
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"MeshUtilities",
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}
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);
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}
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}
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}
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