/* * Copyright (c) <2021> Side Effects Software Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. The name of Side Effects Software may not be used to endorse or * promote products derived from this software without specific prior * written permission. * * THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, * OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using UnrealBuildTool; using System; using System.IO; public class HoudiniEngineRuntime : ModuleRules { public HoudiniEngineRuntime( ReadOnlyTargetRules Target ) : base( Target ) { bPrecompile = true; PCHUsage = PCHUsageMode.NoSharedPCHs; PrivatePCHHeaderFile = "Private/HoudiniEngineRuntimePrivatePCH.h"; // Check if we are compiling for unsupported platforms. if ( Target.Platform != UnrealTargetPlatform.Win64 && Target.Platform != UnrealTargetPlatform.Mac && Target.Platform != UnrealTargetPlatform.Linux && Target.Platform != UnrealTargetPlatform.Switch ) { System.Console.WriteLine( string.Format( "Houdini Engine Runtime: Compiling for untested target platform. Please let us know how it goes!" ) ); } PublicIncludePaths.AddRange( new string[] {} ); PrivateIncludePaths.AddRange( new string[] { } ); // Add common dependencies. PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "RenderCore", "InputCore", "RHI", "Foliage", "Landscape", "MeshUtilitiesCommon" } ); PrivateDependencyModuleNames.AddRange( new string[] { "Landscape", "PropertyPath" } ); if (Target.bBuildEditor == true) { PrivateDependencyModuleNames.AddRange( new string[] { "UnrealEd", "Kismet", } ); } } }