/* * 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 StreamlineRHI : ModuleRules { public StreamlineRHI(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicIncludePaths.AddRange( new string[] { } ); PrivateIncludePaths.AddRange( new string[] { } ); PublicDependencyModuleNames.AddRange( new string[] { } ); PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "Projects", "RenderCore", "RHI", "Streamline", } ); DynamicallyLoadedModuleNames.AddRange( new string[] { "StreamlineD3D11RHI", "StreamlineD3D12RHI", } ); if (Target.bBuildEditor == true) { PrivateDependencyModuleNames.Add("UnrealEd"); } } }