A Demo Project for the UnrealEngineSDK
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VRExpansionPlugin.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 VRExpansionPlugin(ReadOnlyTargetRules Target) : base(Target)
13 {
14 PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
15 //bEnforceIWYU = true;
16
17 PublicDefinitions.Add("WITH_VR_EXPANSION=1");
18
19 // To detect VR Preview, not built out in packaged builds
20 if (Target.bBuildEditor == true)
21 {
22 PrivateDependencyModuleNames.AddRange(
23 new string[] {
24 "UnrealEd"
25 }
26 );
27 }
28
29 PrivateIncludePathModuleNames.AddRange(
30 new string[] {
31 "Settings"
32 }
33 );
34
35 PublicIncludePaths.AddRange(
36 new string[] {
37 //"VRExpansionPlugin/Public",
38 //"VRExpansionPlugin/Public/SimpleChar",
39 //"HeadMountedDisplay/Public",
40 //"Runtime/Engine/Private/PhysicsEngine"
41
42 // ... add public include paths required here ...
43 }
44 );
45
46 PrivateIncludePaths.AddRange(
47 new string[] {
48 //"VRExpansionPlugin/Private",
49 //"VRExpansionPlugin/Private/SimpleChar",
50 // ... add other private include paths required here ...
51 }
52 );
53
54 PublicDependencyModuleNames.AddRange(
55 new string[]
56 {
57 "Core",
58 "CoreUObject",
59 "Engine",
60 // "InputCore",
61 "PhysicsCore",
62 //"FLEX", remove comment if building in the NVIDIA flex branch - NOTE when put in place FLEX only listed win32 and win64 at compatible platforms
63 "HeadMountedDisplay",
64 // "RHI",
65 //"RenderCore",
66 //"ShaderCore",
67 //"NetworkReplayStreaming",
68 //"AIModule",
69 "UMG",
70 "NavigationSystem",
71 "AIModule",
72 "AnimGraphRuntime"
73
74 //"Renderer",
75 //"UtilityShaders"
76 });
77
78 if (Target.bCompilePhysX)
79 {
80 PublicDependencyModuleNames.Add("PhysX");
81 }
82
83 if(Target.bUseChaos)
84 {
85 PublicDependencyModuleNames.Add("Chaos");
86 PublicDependencyModuleNames.Add("ChaosVehicles");
87 }
88
89
90 PrivateDependencyModuleNames.AddRange(
91 new string[]
92 {
93 // "Core",
94 // "CoreUObject",
95 //"Engine",
96 "InputCore",
97 // "PhysX",
98 //"FLEX", remove comment if building in the NVIDIA flex branch - NOTE when put in place FLEX only listed win32 and win64 at compatible platforms
99 //"HeadMountedDisplay",
100 "RHI",
101 "RenderCore",
102 // "ShaderCore",
103 "NetworkReplayStreaming",
104 "AIModule",
105 "UMG",
106 "GameplayTags"
107 //"Renderer",
108 // "UtilityShaders"
109 });
110
111 if (Target.bCompilePhysX)
112 {
113 PublicDependencyModuleNames.Add("PhysXVehicles");
114 }
115
116 if (Target.bUseChaos)
117 {
118 //PublicDependencyModuleNames.Add("ChaosVehiclesPlugin");
119 }
120
121
122 PrivateDependencyModuleNames.AddRange(
123 new string[]
124 {
125 //"CoreUObject",
126 //"Engine",
127 "Slate",
128 "SlateCore"
129
130 // ... add private dependencies that you statically link with here ...
131 }
132 );
133
134 // Don't load APEX on incompatible platforms
135 /* if (
136 Target.Platform != UnrealTargetPlatform.IOS &&
137 Target.Platform != UnrealTargetPlatform.TVOS &&
138 Target.Platform != UnrealTargetPlatform.Android &&
139 Target.Platform != UnrealTargetPlatform.HTML5)
140 {
141 PublicDependencyModuleNames.AddRange(
142 new string[]
143 {
144 "APEX"
145 });
146 }*/
147
148 // Allow gameplay debugger on editor builds
149 if (Target.bBuildDeveloperTools || (Target.Configuration != UnrealTargetConfiguration.Shipping && Target.Configuration != UnrealTargetConfiguration.Test))
150 {
151 PrivateDependencyModuleNames.Add("GameplayDebugger");
152 PublicDefinitions.Add("WITH_GAMEPLAY_DEBUGGER=1"); // Already in AI Module, but gameplay abilities and other modules also duplicate the definition
153 }
154 else
155 {
156 PublicDefinitions.Add("WITH_GAMEPLAY_DEBUGGER=0");
157 }
158 }
159}
VRExpansionPlugin(ReadOnlyTargetRules Target)