// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.IO; [SupportedPlatforms("Win64")] public class TextureShareDisplayCluster : ModuleRules { public TextureShareDisplayCluster(ReadOnlyTargetRules Target) : base(Target) { // Internal dependency (debug log purpose) string EngineDir = Path.GetFullPath(Target.RelativeEnginePath); PrivateIncludePaths.Add(Path.Combine(EngineDir, "Plugins", "VirtualProduction", "TextureShare", "Source", "TextureShareCore", "Private")); PrivateIncludePaths.Add(Path.Combine(EngineDir, "Plugins", "VirtualProduction", "TextureShare", "Source", "TextureShare", "Private")); // Show more log for internal sync processes bool bEnableExtraDebugLog = false; if (bEnableExtraDebugLog) { //Show log in SDK-for Debug and DebugGame builds PublicDefinitions.Add("TEXTURESHAREDISPLAYCLUSTER_DEBUGLOG=1"); } else { PublicDefinitions.Add("TEXTURESHAREDISPLAYCLUSTER_DEBUGLOG=0"); } // List of public dependency module names (no path needed) (automatically does the private/public include). These are modules that are required by our public source files. PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "DisplayCluster", "DisplayClusterShaders", "DisplayClusterConfiguration", }); // List of private dependency module names. These are modules that our private code depends on but nothing in our public include files depend on. PrivateDependencyModuleNames.AddRange( new string[] { "Engine", "RHI", "Renderer", "RenderCore", "TextureShare", "TextureShareCore", }); } }