gurkan01 028015b4e5 new plugin sent
2025-04-02 22:53:47 +03:00

91 lines
1.8 KiB
C#

/*
* 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 StreamlineDeepDVCBlueprint : ModuleRules
{
// TODO that probably should come from the StreamlineCore plugin
protected virtual bool IsSupportedPlatform(ReadOnlyTargetRules Target)
{
return Target.Platform.IsInGroup(UnrealPlatformGroup.Windows);
}
public StreamlineDeepDVCBlueprint(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",
}
);
}
}
}