XinJiangBBH_LBE/Plugins/Streamline/Source/StreamlineBlueprint/StreamlineBlueprint.Build.cs

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2025-03-13 11:09:44 +08:00
/*
* Copyright (c) 2022 - 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
*
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
* property and proprietary rights in and to this material, related
* documentation and any modifications thereto. Any use, reproduction,
* disclosure or distribution of this material and related documentation
* without an express license agreement from NVIDIA CORPORATION or
* its affiliates is strictly prohibited.
*/
using UnrealBuildTool;
using System.IO;
public class StreamlineBlueprint : ModuleRules
{
protected virtual bool IsSupportedPlatform(ReadOnlyTargetRules Target)
{
return Target.Platform.IsInGroup(UnrealPlatformGroup.Windows);
}
public StreamlineBlueprint(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"Renderer",
"Projects",
}
);
PrivateIncludePaths.AddRange(
new string[] {
}
);
bool bPlatformSupportsStreamline = IsSupportedPlatform(Target);
PublicDefinitions.Add("WITH_STREAMLINE=" + (bPlatformSupportsStreamline ? '1' : '0'));
if (bPlatformSupportsStreamline)
{
PublicIncludePaths.AddRange(
new string[]
{
}
);
PrivateIncludePaths.AddRange(
new string[]
{
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"StreamlineCore",
"StreamlineRHI",
"Streamline"
}
);
}
}
}