/* * Copyright (c) 2022 - 2025 NVIDIA CORPORATION & AFFILIATES. All rights reserved. * * NVIDIA CORPORATION, its affiliates and licensors retain all intellectual * property and proprietary rights in and to this material, related * documentation and any modifications thereto. Any use, reproduction, * disclosure or distribution of this material and related documentation * without an express license agreement from NVIDIA CORPORATION or * its affiliates is strictly prohibited. */ using UnrealBuildTool; using System.IO; public class StreamlineDLSSGBlueprint : ModuleRules { // TODO that probably should come from the StreamlineCore plugin protected virtual bool IsSupportedPlatform(ReadOnlyTargetRules Target) { return Target.Platform.IsInGroup(UnrealPlatformGroup.Windows); } public StreamlineDLSSGBlueprint(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "RenderCore", "Renderer", "Projects", } ); PrivateIncludePaths.AddRange( new string[] { } ); // TODO that probably should come from the StreamlineCore plugin bool bPlatformSupportsStreamline = IsSupportedPlatform(Target); PublicDefinitions.Add("WITH_STREAMLINE=" + (bPlatformSupportsStreamline ? '1' : '0')); PublicDependencyModuleNames.AddRange( new string[] { "StreamlineBlueprint" } ); if (bPlatformSupportsStreamline) { PublicIncludePaths.AddRange( new string[] { } ); PrivateIncludePaths.AddRange( new string[] { } ); PublicDependencyModuleNames.AddRange( new string[] { } ); PrivateDependencyModuleNames.AddRange( new string[] { "StreamlineCore", "StreamlineRHI", "Streamline", } ); } } }