// Copyright 2017 Fove, Inc. All Rights Reserved. using System.IO; using UnrealBuildTool; public class FoveHMD : ModuleRules { #if WITH_FORWARDED_MODULE_RULES_CTOR // Engine versions >= 4.16 public FoveHMD(ReadOnlyTargetRules Target) : base(Target) #else // Engine versions < 4.16 public FoveHMD(TargetInfo Target) #endif { string EnginePath = Path.GetFullPath(BuildConfiguration.RelativeEnginePath); string SourceRuntimePath = EnginePath + "Source/Runtime/"; PrivateIncludePaths.AddRange(new string[] { "FoveHMD/Private", SourceRuntimePath + "Renderer/Private", // Needed for FRenderingCompositePassContext }); // Add our public dependencies. Anything using FoveHMD will automatically get these PublicDependencyModuleNames.AddRange(new string[] { "FoveVR" }); // Add our private dependencies. Anything we need internally to compile & link PrivateDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "HeadMountedDisplay", "Projects", "RHI", "RenderCore", "Renderer", "ShaderCore", "Slate", "SlateCore" }); // Depend on the editor module if in the editor if (UEBuildConfiguration.bBuildEditor == true) PrivateDependencyModuleNames.Add("UnrealEd"); // On windows, we use the D3D11 rendering interface if (Target.Platform == UnrealTargetPlatform.Win64) PrivateDependencyModuleNames.Add("D3D11RHI"); } }