Files
UnrealEngine/Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshEngine/ChaosFleshEngine.Build.cs
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

100 lines
2.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.Linq;
namespace UnrealBuildTool.Rules
{
public class ChaosFleshEngine : ModuleRules
{
public ChaosFleshEngine(ReadOnlyTargetRules Target) : base(Target)
{
SetupModulePhysicsSupport(Target);
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"ProceduralMeshComponent",
"DataflowCore",
"DataflowEngine",
"DataflowSimulation",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"ComputeFramework",
"CoreUObject",
"Chaos",
"ChaosCaching",
"ChaosFlesh",
"DataflowCore",
"DataflowEngine",
"DataflowSimulation",
"Engine",
"FieldSystemEngine",
"NetCore",
"OptimusCore",
"Projects",
"RenderCore",
"RHI",
"Renderer",
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"ChaosCachingUSD",
"UnrealUSDWrapper",
"USDClasses",
"USDUtilities",
});
}
else
{
PrivateDefinitions.Add("USE_USD_SDK=0");
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
PrivateDefinitions.Add("CHAOS_INCLUDE_LEVEL_1=1");
bool bIsUsdSdkEnabled = UnrealUSDWrapper.CheckAndSetupUsdSdk(Target, this);
// Build flavor selection copied from UnrealUSDWrapper, then modified.
// Currently only Win64 is supported.
if (bIsUsdSdkEnabled && (Target.Type == TargetType.Editor && Target.Platform == UnrealTargetPlatform.Win64))
{
bUseRTTI = true;
PublicDefinitions.Add("DO_USD_CACHING=1");
}
else
{
PublicDefinitions.Add("DO_USD_CACHING=0");
}
}
}
}