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

63 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Renderer : ModuleRules
{
public Renderer(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
EngineDirectory + "/Shaders/Private", // For HaltonUtilities.ush
}
);
PrivateIncludePathModuleNames.Add("Shaders");
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"Engine",
}
);
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"TargetPlatform",
"GeometryCore",
"NaniteUtilities",
}
);
}
// Renderer module builds faster without unity
// Non-unity also provides faster iteration
// Not enabled by default as it might harm full rebuild times without XGE
//bFasterWithoutUnity = true;
MinFilesUsingPrecompiledHeaderOverride = 4;
PrivateDependencyModuleNames.AddRange(
new string[] {
"CoreUObject",
"ApplicationCore",
"RenderCore",
"ImageWriteQueue",
"RHI",
"MaterialShaderQualitySettings",
"StateStream",
"TraceLog",
}
);
PrivateIncludePathModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
DynamicallyLoadedModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
PrivateIncludePathModuleNames.AddRange(new string[] { "EyeTracker" });
DynamicallyLoadedModuleNames.AddRange(new string[] { "EyeTracker" });
RuntimeDependencies.Add("$(EngineDir)/Content/Renderer/TessellationTable.bin");
}
}