BlueprintUtility.Build.cs 1.3 KB

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  1. // Some copyright should be here...
  2. using UnrealBuildTool;
  3. public class BlueprintUtility : ModuleRules
  4. {
  5. public BlueprintUtility(ReadOnlyTargetRules Target) : base(Target)
  6. {
  7. PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
  8. //PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
  9. PublicIncludePaths.AddRange(
  10. new string[] {
  11. // ... add public include paths required here ...
  12. }
  13. );
  14. PrivateIncludePaths.AddRange(
  15. new string[] {
  16. // ... add other private include paths required here ...
  17. }
  18. );
  19. PublicDependencyModuleNames.AddRange(
  20. new string[]
  21. {
  22. "Core",
  23. // ... add other public dependencies that you statically link with here ...
  24. }
  25. );
  26. PrivateDependencyModuleNames.AddRange(
  27. new string[]
  28. {
  29. "CoreUObject",
  30. "Engine",
  31. "Slate",
  32. "SlateCore",
  33. "UMG",
  34. "RenderCore",
  35. "ImageWrapper",
  36. "Http",
  37. //"Json",
  38. "ProceduralMeshComponent"
  39. //"CryptoPP",
  40. // ... add private dependencies that you statically link with here ...
  41. }
  42. );
  43. DynamicallyLoadedModuleNames.AddRange(
  44. new string[]
  45. {
  46. // ... add any modules that your module loads dynamically here ...
  47. }
  48. );
  49. //PublicIncludePaths.Add("ThirdParty/CryptoPP/5.6.5/include");
  50. //PublicDefinitions.Add(" WITH_OGGVORBIS");
  51. }
  52. }