FoveHMD.Build.cs 1.6 KB

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  1. // Copyright 2017 Fove, Inc. All Rights Reserved.
  2. using System.IO;
  3. using UnrealBuildTool;
  4. public class FoveHMD : ModuleRules
  5. {
  6. #if WITH_FORWARDED_MODULE_RULES_CTOR // Engine versions >= 4.16
  7. public FoveHMD(ReadOnlyTargetRules Target) : base(Target)
  8. #else // Engine versions < 4.16
  9. public FoveHMD(TargetInfo Target)
  10. #endif
  11. {
  12. string EnginePath = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
  13. string SourceRuntimePath = EnginePath + "Source/Runtime/";
  14. PrivateIncludePaths.AddRange(new string[] {
  15. "FoveHMD/Private",
  16. SourceRuntimePath + "Renderer/Private", // Needed for FRenderingCompositePassContext
  17. });
  18. // Add our public dependencies. Anything using FoveHMD will automatically get these
  19. PublicDependencyModuleNames.AddRange(new string[]
  20. {
  21. "FoveVR"
  22. });
  23. // Add our private dependencies. Anything we need internally to compile & link
  24. PrivateDependencyModuleNames.AddRange(new string[]
  25. {
  26. "Core",
  27. "CoreUObject",
  28. "Engine",
  29. "HeadMountedDisplay",
  30. "Projects",
  31. "RHI",
  32. "RenderCore",
  33. "Renderer",
  34. "ShaderCore",
  35. "Slate",
  36. "SlateCore"
  37. });
  38. // Depend on the editor module if in the editor
  39. if (UEBuildConfiguration.bBuildEditor == true)
  40. PrivateDependencyModuleNames.Add("UnrealEd");
  41. // On windows, we use the D3D11 rendering interface
  42. if (Target.Platform == UnrealTargetPlatform.Win64)
  43. PrivateDependencyModuleNames.Add("D3D11RHI");
  44. }
  45. }