// Some copyright should be here... using UnrealBuildTool; using System.IO; public class SpoutPlugin : ModuleRules { private string ModulePath { get { return ModuleDirectory; } } private string ThirdPartyPath { get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); } } public SpoutPlugin(TargetInfo Target) { PublicIncludePaths.AddRange( new string[] { "SpoutPlugin/Public", Path.Combine(ThirdPartyPath, "Spout/include") // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { "SpoutPlugin/Private", // ... add other private include paths required here ... } ); //AddThirdPartyPrivateStaticDependencies(Target, "Spout"); PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore" // ... add other public dependencies that you statically link with here ... } ); PrivateDependencyModuleNames.AddRange( new string[] { "Slate", "SlateCore" // ... add private dependencies that you statically link with here ... } ); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); /*Type = ModuleType.External; if (Target.Platform == UnrealTargetPlatform.Win64) { // Add the import library PublicLibraryPaths.Add(Path.Combine(ModuleDirectory, "x64", "Release")); PublicAdditionalLibraries.Add("ExampleLibrary.lib"); // Delay-load the DLL, so we can load it from the right place first PublicDelayLoadDLLs.Add("ExampleLibrary.dll"); } else if (Target.Platform == UnrealTargetPlatform.Mac) { PublicDelayLoadDLLs.Add(Path.Combine(ModuleDirectory, "Mac", "Release", "libExampleLibrary.dylib")); }*/ if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32)) { string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "amd64" : "x86"; PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Spout/lib", PlatformString, "Spout.lib")); RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(ThirdPartyPath, "Spout/lib", PlatformString, "Spout.dll"))); // Delay-load the DLL, so we can load it from the right place first //PublicDelayLoadDLLs.Add(Path.Combine(ThirdPartyPath, "Spout/lib", PlatformString, "Spout.dll")); /*PublicIncludePaths.AddRange( new string[] { Path.Combine(ThirdPartyPath, "Spout/include") });*/ } } }