Documentation for the Unreal C++ Plugin
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ApexSDK.Build.cs
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1// Copyright 2022 PixoVR Corp. All Rights Reserved.
2
3using System.IO;
4
6{
7 public class ApexSDK : ModuleRules
8 {
9 public ApexSDK(ReadOnlyTargetRules Target) : base(Target)
10 {
11 PrivateDefinitions.Add("APEXSDK_PACKAGE=1");
12 PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
13 PrecompileForTargets = PrecompileTargetsType.Any;
14
15 PrivateIncludePaths.AddRange(
16 new string[] {
17 "ApexSDK/Private",
18 // ... add other private include paths required here ...
19 });
20
21 PublicDependencyModuleNames.AddRange(
22 new string[]
23 {
24 "Core",
25 "CoreUObject",
26 "Engine",
27 "VaRest",
28 "Json",
29 "EngineSettings",
30 });
31
32 PrivateDependencyModuleNames.AddRange(
33 new string[]
34 {
35 "WebSockets",
36 "Projects"
37 });
38
39 if (Target.bBuildEditor == true)
40 {
41 PrivateDependencyModuleNames.Add("UnrealEd");
42 }
43
44 if (Target.Version.MajorVersion >= 5 && Target.Version.MinorVersion >= 2)
45 {
46 PublicDependencyModuleNames.AddRange(
47 new string[]
48 {
49 "XRBase",
50 }
51 );
52 }
53 else
54 {
55 PublicDependencyModuleNames.AddRange(
56 new string[]
57 {
58 "HeadMountedDisplay",
59 }
60 );
61 }
62
63 if (Target.bBuildEditor == true)
64 {
65 PublicDependencyModuleNames.Add("AndroidRuntimeSettings");
66 }
67
68 if (Target.Platform == UnrealTargetPlatform.Android)
69 {
70 PublicDependencyModuleNames.Add("Launch");
71 string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
72 AdditionalPropertiesForReceipt.Add(
73 "AndroidPlugin",
74 Path.Combine(PluginPath, "ApexSDKAndroid_UPL.xml")
75 );
76 }
77 }
78 }
79}
ApexSDK(ReadOnlyTargetRules Target)