A Demo Project for the UnrealEngineSDK
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PixoCore.Build.cs
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3using System.IO;
5using System.Collections.Generic;
6
7public class PixoCore : ModuleRules
8{
9 public PixoCore(ReadOnlyTargetRules Target) : base(Target)
10 {
11 PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
12
13 PublicIncludePaths.AddRange(
14 new string[] {
15 // ... add public include paths required here ...
16 }
17 );
18
19
20 PrivateIncludePaths.AddRange(
21 new string[] {
22 // ... add other private include paths required here ...
23 }
24 );
25
26
27 PublicDependencyModuleNames.AddRange(
28 new string[]
29 {
30 "Core", "Engine", "VRExpansionPlugin", "GameplayTags", "MediaAssets"
31 // ... add other public dependencies that you statically link with here ...
32 }
33 );
34
35
36 PrivateDependencyModuleNames.AddRange(
37 new string[]
38 {
39 "CoreUObject",
40 "Engine",
41 "Slate",
42 "SlateCore",
43 "HeadMountedDisplay",
44 "InputCore",
45 "NavigationSystem",
46 "UMG",
47
48 "ApexSDK",
49 "VaRest", //these are needed for build on linux with Apex
50 "Json" //these are needed for build on linux with Apex
51 }
52 );
53
54
55 DynamicallyLoadedModuleNames.AddRange(
56 new string[]
57 {
58 // ... add any modules that your module loads dynamically here ...
59 }
60 );
61
62 AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "Android_UPL.xml"));
63 }
64}
PixoCore(ReadOnlyTargetRules Target)