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

47 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioExperimentalRuntime : ModuleRules
{
public AudioExperimentalRuntime(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// PLEASE DO NOT ADD AN ENGINE DEPENDENCY HERE!
// HORDE DOES NOT CATCH IT EITHER
// RUN (ushell): .build program AudioUnitTests OR build in VS
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
// We want to use enum definitions in AudioMixer without an Engine dependency.
PublicIncludePathModuleNames.AddRange(
new string[]
{
"AudioMixer"
}
);
// When the Editor builds all plugins, it will build with engine. In that case add a dependency on CoreUObject.
// If we don't do this we will get linker errors for the Engine expecting to find stuff defined here.
if (Target.bCompileAgainstEngine)
{
PublicDependencyModuleNames.Add("CoreUObject");
}
// PLEASE DO NOT ADD AN ENGINE DEPENDENCY HERE!
// HORDE DOES NOT CATCH IT EITHER
// RUN (ushell): .build program AudioUnitTests OR build in VS
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"SignalProcessing",
}
);
}
}