Unreal access to the PixoVR Platform
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PixoPlatform.Build.cs
Go to the documentation of this file.
1// Some copyright should be here...
2
3using System.IO;
5
7{
8 public PixoPlatform(ReadOnlyTargetRules Target) : base(Target)
9 {
10 PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
11
12 PublicIncludePaths.AddRange(
13 new string[] {
14 // ... add public include paths required here ...
15 });
16
17 PrivateIncludePaths.AddRange(
18 new string[] {
19 // ... add other private include paths required here ...
20 });
21
22
23 PublicDependencyModuleNames.AddRange(
24 new string[]
25 {
26 "Core",
27 // ... add other public dependencies that you statically link with here ...
28 });
29
30
31 PrivateDependencyModuleNames.AddRange(
32 new string[]
33 {
34 "CoreUObject",
35 "Engine",
36 "Slate",
37 "SlateCore"
38 // ... add private dependencies that you statically link with here ...
39 });
40
41
42 DynamicallyLoadedModuleNames.AddRange(
43 new string[]
44 {
45 // ... add any modules that your module loads dynamically here ...
46 });
47
48 bool bIncludeUPL = true;
49 if (Target.Platform == UnrealTargetPlatform.Android)
50 {
51 PublicDependencyModuleNames.Add("Launch");
52 if (bIncludeUPL == true)
53 {
54 string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
55 System.Console.WriteLine("PixoPlatform: " + PluginPath);
56 AdditionalPropertiesForReceipt.Add(
57 "AndroidPlugin",
58 Path.Combine(PluginPath, "PPlatformAndroid_UPL.xml")
59 );
60 }
61 }
62 }
63}
PixoPlatform(ReadOnlyTargetRules Target)