A Demo Project for the UnrealEngineSDK
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OpenVRExpansionPlugin.Build.cs
Go to the documentation of this file.
1// Some copyright should be here...
2using System.IO;
4
6{
7 private string PluginsPath
8 {
9 get { return Path.GetFullPath(Target.RelativeEnginePath) + "Plugins/Runtime/"; }
10 }
11
12 public OpenVRExpansionPlugin(ReadOnlyTargetRules Target) : base(Target)
13 {
14 PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
15 //bEnforceIWYU = true;
16
17 PublicDefinitions.Add("WITH_OPEN_VR_EXPANSION=1");
18
19
20 PublicIncludePaths.AddRange(
21 new string[] {
22 //"OpenVRExpansionPlugin/Public",
23 //"HeadMountedDisplay/Public",
24 "Runtime/Engine/Private/PhysicsEngine"
25
26 // ... add public include paths required here ...
27 }
28 );
29
30
31 PublicDependencyModuleNames.AddRange(
32 new string[]
33 {
34 "Core",
35 "CoreUObject",
36 "Engine",
37 "InputCore",
38 "HeadMountedDisplay",
39 "RHI",
40 "RenderCore",
41 // "ShaderCore",
42 "ProceduralMeshComponent",
43 // "VRExpansionPlugin"
44 // "EngineSettings"
45 });
46
47
48 if (
49 Target.Platform == UnrealTargetPlatform.Win32 ||
50 Target.Platform == UnrealTargetPlatform.Win64 ||
51 Target.Platform == UnrealTargetPlatform.Mac ||
52 (Target.Platform == UnrealTargetPlatform.Linux && Target.Architecture.StartsWith("x86_64"))
53 )
54 {
55 PublicDependencyModuleNames.AddRange(
56 new string[]
57 {
58 "OpenVR"
59 });
60 }
61
62 }
63}
OpenVRExpansionPlugin(ReadOnlyTargetRules Target)