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C# UnrealBuildTool.TargetInfo类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中UnrealBuildTool.TargetInfo的典型用法代码示例。如果您正苦于以下问题:C# TargetInfo类的具体用法?C# TargetInfo怎么用?C# TargetInfo使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



TargetInfo类属于UnrealBuildTool命名空间,在下文中一共展示了TargetInfo类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: SetupDefaultGlobalEnvironment

        public override void SetupDefaultGlobalEnvironment(
			TargetInfo Target,
			ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
			ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
			)
        {
            if (Target.Platform == UnrealTargetPlatform.Mac)
            {
                UEBuildConfiguration.bCompileNetworkProfiler = false;
            }
            else
            {
                UEBuildConfiguration.bCompileNetworkProfiler = true;
            }

            UEBuildConfiguration.bCompileLeanAndMeanUE = false;

            // Do not include the editor
            UEBuildConfiguration.bBuildEditor = true;
            UEBuildConfiguration.bBuildWithEditorOnlyData = true;

            // Require cooked data
            UEBuildConfiguration.bBuildRequiresCookedData = false;

            // Compile the engine
            UEBuildConfiguration.bCompileAgainstEngine = true;

            // Tag it as a 'Editor' build
            OutCPPEnvironmentConfiguration.Definitions.Add("UE_EDITOR=1");
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:30,代码来源:UEBuildEditor.cs


示例2: LoadOpenCV

        public bool LoadOpenCV(TargetInfo Target)
        {
            bool isLibrarySupported = false;

            if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
            {
                isLibrarySupported = true;
                PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "opencv","include"));
                string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86";
                string LibrariesPath = Path.Combine(ThirdPartyPath, "opencv", PlatformString, "vc12", "lib");
                foreach (var file in Directory.EnumerateFiles(LibrariesPath, "*.lib", SearchOption.AllDirectories))
                {
                    PublicAdditionalLibraries.Add(file);
                    Debug.Print("Including Lib : " + file);
                }
            }
            else if(Target.Platform == UnrealTargetPlatform.Mac)
            {
                isLibrarySupported = true;
                PublicIncludePaths.Add("/usr/local/Cellar/opencv/2.4.12/include");
                string LibrariesPath = Path.Combine("/usr/local/Cellar/opencv/2.4.12", "lib");
                foreach (var file in Directory.EnumerateFiles(LibrariesPath, "*.dylib", SearchOption.AllDirectories))
                {
                    PublicAdditionalLibraries.Add(file);
                    Debug.Print("Including Lib : " + file);
                }
            }

            Debug.Print("Included Third Part : " + Path.Combine(ThirdPartyPath, "opencv"));
            return isLibrarySupported;
        }
开发者ID:xuhao1,项目名称:Unreal-ROS-Plugin,代码行数:31,代码来源:Unreal_ROS.Build.cs


示例3: SetupDefaultGlobalEnvironment

		public override void SetupDefaultGlobalEnvironment(
			TargetInfo Target,
			ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
			ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
			)
		{
			UEBuildConfiguration.bCompileLeanAndMeanUE = true;

			// Do not include the editor
			UEBuildConfiguration.bBuildEditor = false;
			UEBuildConfiguration.bBuildWithEditorOnlyData = false;

			// Require cooked data
			UEBuildConfiguration.bBuildRequiresCookedData = true;

			// Compile the engine
			UEBuildConfiguration.bCompileAgainstEngine = true;

			// Tag it as a 'Game' build
			OutCPPEnvironmentConfiguration.Definitions.Add("UE_GAME=1");

			// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
			OutLinkEnvironmentConfiguration.bHasExports = false;

			// Disable server code
			UEBuildConfiguration.bWithServerCode = false;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:27,代码来源:UEBuildClient.cs


示例4: Unreal_ROS

        public Unreal_ROS(TargetInfo Target)
        {
            //PrivateIncludePaths.AddRange(
            //	);

            PrivateDependencyModuleNames.AddRange(
                new string[]
                {
                    "Core",
                    "Networking",
                    "Sockets"
                }
                );
            string rapidjson_path = Path.Combine(ThirdPartyPath, "rapidjson", "include");

            System.Diagnostics.Debug.Write(rapidjson_path);
            PublicIncludePaths.AddRange(new string[] { rapidjson_path });
            PrivateIncludePaths.AddRange(new string[] { rapidjson_path });
            //LoadOpenCV(Target);

            if (UEBuildConfiguration.bBuildEditor == true)
            {
                PrivateDependencyModuleNames.Add("UnrealEd");
            }

            PrivateDependencyModuleNames.AddRange(
                    new string[]
                    {
                    "Core",
                    "CoreUObject",
                    "Engine",
                    "InputCore"
                    }
                    );
        }
开发者ID:xuhao1,项目名称:Unreal-ROS-Plugin,代码行数:35,代码来源:Unreal_ROS.Build.cs


示例5: ModifyModuleRulesForActivePlatform

		/// <summary>
		/// Modify the rules for a newly created module, in a target that's being built for this platform.
		/// This is not required - but allows for hiding details of a particular platform.
		/// </summary>
		/// <param name="ModuleName">The name of the module</param>
		/// <param name="Rules">The module rules</param>
		/// <param name="Target">The target being build</param>
		public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
		{
			bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

			if (!UEBuildConfiguration.bBuildRequiresCookedData)
			{
				if (ModuleName == "TargetPlatform")
				{
					bBuildShaderFormats = true;
				}
			}

			// allow standalone tools to use target platform modules, without needing Engine
			if (ModuleName == "TargetPlatform")
			{
				if (UEBuildConfiguration.bForceBuildTargetPlatforms)
				{
					Rules.DynamicallyLoadedModuleNames.Add("MacTargetPlatform");
					Rules.DynamicallyLoadedModuleNames.Add("MacNoEditorTargetPlatform");
					Rules.DynamicallyLoadedModuleNames.Add("MacClientTargetPlatform");
					Rules.DynamicallyLoadedModuleNames.Add("MacServerTargetPlatform");
					Rules.DynamicallyLoadedModuleNames.Add("AllDesktopTargetPlatform");
				}

				if (bBuildShaderFormats)
				{
					// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
					Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
					Rules.DynamicallyLoadedModuleNames.Add("MetalShaderFormat");

					Rules.DynamicallyLoadedModuleNames.Remove("VulkanRHI");
					Rules.DynamicallyLoadedModuleNames.Add("VulkanShaderFormat");
				}
			}
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:42,代码来源:UEBuildMac.cs


示例6: ViewportInteraction

        public ViewportInteraction(TargetInfo Target)
        {
            PrivateDependencyModuleNames.AddRange(
                new string[] {
                    "Core",
                    "CoreUObject",
                    "Engine",
                    "InputCore",
                    "UnrealEd",
                    "Slate",
                    "SlateCore",
                    "HeadMountedDisplay"
                }
            );

            PrivateIncludePathModuleNames.AddRange(
                new string[] {
					"LevelEditor"
                }
            );

            DynamicallyLoadedModuleNames.AddRange(
                new string[] {
                }
            );
        }
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:26,代码来源:ViewportInteraction.Build.cs


示例7: FLKinectPlugin

        public FLKinectPlugin(TargetInfo Target)
        {
            string KinectPathEnvVar = "%KINECTSDK20_DIR%";
            string ExpandedKinectEnvVar = Environment.ExpandEnvironmentVariables(KinectPathEnvVar);

            //NOTE (OS): Safety check for comptuers that don't have the kinect plugin
            if (KinectPathEnvVar == ExpandedKinectEnvVar)
            {
                var err = "ERROR : Environment variable {0} does not exist in this Windows environment. Check if the Kinect for Windows 2.0 plugin is installed.";
                Console.WriteLine(err, KinectPathEnvVar);
                throw new Exception(err);
            }

            string ThirdPartyKinectIncludePath = Path.Combine(ExpandedKinectEnvVar, "inc");

            string PlatformSpec = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86";
            string ThirdPartyKinectLibPath = Path.Combine(ExpandedKinectEnvVar, "Lib", PlatformSpec);

            PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyKinectLibPath, "Kinect20.lib"));

            PublicIncludePaths.AddRange(
                new string[] {
                    // ... add public include paths required here ...
                }
                );

            PrivateIncludePaths.AddRange(
                new string[] {
                    "FLKinectPlugin/Private",
                    "FLKinectPlugin/Classes",
                    ThirdPartyKinectIncludePath
                    // ... add other private include paths required here ...
                }
                );

            PublicDependencyModuleNames.AddRange(
                new string[]
                {
                    "Core",
                    "CoreUObject",
                    // ... add other public dependencies that you statically link with here ...
                }
                );

            PrivateDependencyModuleNames.AddRange(
                new string[]
                {
                    "Engine",
                    // ... add private dependencies that you statically link with here ...
                }
                );

            DynamicallyLoadedModuleNames.AddRange(
                new string[]
                {
                    // ... add any modules that your module loads dynamically here ...
                }
                );
        }
开发者ID:fakelove,项目名称:FLKinectPlugin,代码行数:59,代码来源:FLKinectPlugin.Build.cs


示例8: KlawrRuntimePlugin

		public KlawrRuntimePlugin(TargetInfo Target)
		{
			PublicIncludePaths.AddRange(
				new string[] {
					// ... add other public include paths required here ...
				}
			);

			PrivateIncludePaths.AddRange(
				new string[] {
                    "KlawrRuntimePlugin/Private"
					// ... add other private include paths required here ...
				}
			);

			PublicDependencyModuleNames.AddRange(
				new string[]
				{
					"Core",
					"CoreUObject",
					"Engine",
					"InputCore",
                    // ... add other public dependencies that you statically link with here ...
				}
			);

			if (UEBuildConfiguration.bBuildEditor == true)
			{

				PublicDependencyModuleNames.AddRange(
					new string[] 
					{
						"UnrealEd", 
					}
				);
			}

			PrivateDependencyModuleNames.AddRange(
				new string[]
				{
					// ... add private dependencies that you statically link with here ...
				}
			);

			DynamicallyLoadedModuleNames.AddRange(
				new string[]
				{
					// ... add any modules that your module loads dynamically here ...
				}
			);

			var KlawrPath = Path.Combine(UEBuildConfiguration.UEThirdPartySourceDirectory, "Klawr");
			if (Directory.Exists(KlawrPath))
			{
				Definitions.Add("WITH_KLAWR=1");
				PrivateDependencyModuleNames.Add("KlawrClrHostNative");
			}
		}
开发者ID:FashGek,项目名称:klawr,代码行数:58,代码来源:KlawrRuntimePlugin.Build.cs


示例9: ScriptGeneratorPlugin

        public ScriptGeneratorPlugin(TargetInfo Target)
        {
            PublicIncludePaths.AddRange(
                new string[] {
                    "Programs/UnrealHeaderTool/Public",
                    // ... add other public include paths required here ...
                }
                );

            PrivateIncludePaths.AddRange(
                new string[] {
                    "Developer/ScriptGeneratorPlugin/Private",
                    // ... add other private include paths required here ...
                }
                );

            PublicDependencyModuleNames.AddRange(
                new string[]
                {
                    "Core",
                    "CoreUObject",
                    // ... add other public dependencies that you statically link with here ...
                }
                );

            PrivateDependencyModuleNames.AddRange(
                new string[]
                {
                    // ... add private dependencies that you statically link with here ...
                }
                );

            DynamicallyLoadedModuleNames.AddRange(
                new string[]
                {
                    // ... add any modules that your module loads dynamically here ...
                }
                );

            if (!UnrealBuildTool.BuildingRocket())
            {
                // This checks only for UHT target platform, not the target platform of the game we're building so it's important
                // to make sure Lua is compiled for all supported platforms
                var LuaLibDirectory = Path.Combine("..", "Plugins", "ScriptPlugin", "Source", "Lua", "Lib", Target.Platform.ToString(), "Release");
                var LuaLibPath = Path.Combine(LuaLibDirectory, "Lua.lib");
                if (File.Exists(LuaLibPath))
                {
                    Log.TraceVerbose("ScriptGenerator LUA Integration enabled");
                    Definitions.Add("WITH_LUA=1");
                }
                else
                {
                    Log.TraceVerbose("ScriptGenerator LUA Integration NOT enabled");
                }
            }
        }
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:56,代码来源:ScriptGeneratorPlugin.Build.cs


示例10: StructBox

		public StructBox(TargetInfo Target)
		{
			PublicDependencyModuleNames.AddRange(
				new string[]
				{
					"Core",
					"CoreUObject",
					"Engine"
				}
			);
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:11,代码来源:StructBox.Build.cs


示例11: SkookumScriptRuntime

    public SkookumScriptRuntime(TargetInfo Target)
    {

      // SkUEBindings.cpp takes a long time to compile due to auto-generated engine bindings
      // Set to true when actively working on this plugin, false otherwise
      bFasterWithoutUnity = false;

      // Add public include paths required here ...
      //PublicIncludePaths.AddRange(
      //  new string[] {          
      //    //"Programs/UnrealHeaderTool/Public",
      //    }
      //  );

      PrivateIncludePaths.Add("SkookumScriptRuntime/Private");

      // Add public dependencies that you statically link with here ...
      PublicDependencyModuleNames.AddRange(
        new string[]
          {
            "Core",
            "CoreUObject",
            "Engine",
            "UMG",
          }
        );

      if (UEBuildConfiguration.bBuildEditor == true)
      {
        PublicDependencyModuleNames.Add("UnrealEd");
      }

      // ... add private dependencies that you statically link with here ...
      PrivateDependencyModuleNames.AddRange(
        new string[]
          {
            "InputCore",
            "Sockets",
            "HTTP",
            "Networking",
            "NetworkReplayStreaming",
            "OnlineSubsystem",
            "MovieScene",
            "SlateCore",
            "Slate",
            "AgogCore",
            "SkookumScript"
          }
        );

      // Add any modules that your module loads dynamically here ...
      //DynamicallyLoadedModuleNames.AddRange(new string[] {});
    }
开发者ID:CodeRanch,项目名称:SkookumScript-UnrealEngine,代码行数:53,代码来源:SkookumScriptRuntime.Build.cs


示例12: SkookumScriptRuntime

        public SkookumScriptRuntime(TargetInfo Target)
        {
            // SkUEBindings.cpp takes a long time to compile due to auto-generated engine bindings
              // Set to true when actively working on this plugin, false otherwise
              bFasterWithoutUnity = false;

              // Add public include paths required here ...
              PublicIncludePaths.Add("SkookumScriptRuntime/Public/Bindings");
              //PublicIncludePaths.AddRange(
              //  new string[] {
              //    //"Programs/UnrealHeaderTool/Public",
              //    }
              //  );

              PrivateIncludePaths.Add("SkookumScriptRuntime/Private");

              // Add public dependencies that you statically link with here ...
              PublicDependencyModuleNames.AddRange(
            new string[]
              {
            "Core",
            "CoreUObject",
            "Engine",
              }
            );

              if (UEBuildConfiguration.bBuildEditor == true)
              {
            PublicDependencyModuleNames.Add("UnrealEd");
              }

              // ... add private dependencies that you statically link with here ...
              PrivateDependencyModuleNames.AddRange(
            new string[]
              {
            "Sockets",
            "HTTP",
            "Networking",
            "NetworkReplayStreaming",
            "Projects",
              }
            );

              // Load SkookumScript.ini and add any ScriptSupportedModules specified to the list of PrivateDependencyModuleNames
              PrivateDependencyModuleNames.AddRange(GetSkookumScriptModuleNames(Path.Combine(ModuleDirectory, "../.."), false));

              // Add any modules that your module loads dynamically here ...
              //DynamicallyLoadedModuleNames.AddRange(new string[] {});
        }
开发者ID:AgogLabs,项目名称:SkookumScript-UnrealEngine,代码行数:49,代码来源:SkookumScriptRuntime.Build.cs


示例13: ModifyModuleRulesForActivePlatform

		/// <summary>
		/// Modify the rules for a newly created module, in a target that's being built for this platform.
		/// This is not required - but allows for hiding details of a particular platform.
		/// </summary>
		/// <param name="ModuleName">The name of the module</param>
		/// <param name="Rules">The module rules</param>
		/// <param name="Target">The target being build</param>
		public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
		{
			if (ModuleName == "Core")
			{
				Rules.PublicIncludePaths.Add("Runtime/Core/Public/HTML5");
				Rules.PublicDependencyModuleNames.Add("zlib");
			}
			else if (ModuleName == "Engine")
			{
				Rules.PrivateDependencyModuleNames.Add("zlib");
				Rules.PrivateDependencyModuleNames.Add("UElibPNG");
				Rules.PublicDependencyModuleNames.Add("UEOgg");
				Rules.PublicDependencyModuleNames.Add("Vorbis");
			}
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:22,代码来源:UEBuildHTML5.cs


示例14: KlawrCodeGeneratorPlugin

        public KlawrCodeGeneratorPlugin(TargetInfo Target)
        {
            PublicIncludePaths.AddRange(
                new string[] {
                    // FIXME: This path only works when building the plugin as part of the engine!
                    "Programs/UnrealHeaderTool/Public",
                    // ... add other public include paths required here ...
                }
            );

            PrivateIncludePaths.AddRange(
                new string[] {
                    // ... add other private include paths required here ...
                }
            );

            PublicDependencyModuleNames.AddRange(
                new string[]
                {
                    "Core",
                    "CoreUObject",
                    // ... add other public dependencies that you statically link with here ...
                }
            );

            PrivateDependencyModuleNames.AddRange(
                new string[]
                {
                    // ... add private dependencies that you statically link with here ...
                }
            );

            DynamicallyLoadedModuleNames.AddRange(
                new string[]
                {
                    // ... add any modules that your module loads dynamically here ...
                }
            );

            if (!UnrealBuildTool.BuildingRocket())
            {
                var KlawrPath = Path.Combine(UEBuildConfiguration.UEThirdPartySourceDirectory, "Klawr");
                if (Directory.Exists(KlawrPath))
                {
                    Definitions.Add("WITH_KLAWR=1");
                }
            }
        }
开发者ID:lightszero,项目名称:klawr,代码行数:48,代码来源:KlawrCodeGeneratorPlugin.Build.cs


示例15: AddExtraModules

		public override void AddExtraModules(TargetInfo Target, List<string> PlatformExtraModules)
		{
			bool bVulkanExists = IsVulkanSDKAvailable();
			if (bVulkanExists)
			{
				bool bSupportsVulkan = IsVulkanSupportEnabled();
				
				if (bSupportsVulkan)
				{
					PlatformExtraModules.Add("VulkanRHI");
				}
				else
				{
					Log.TraceInformationOnce("Vulkan SDK is installed, but the project disabled Vulkan (bSupportsVulkan setting in Engine). Disabling Vulkan RHI for Android");
				}
			}
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:UEBuildAndroid.cs


示例16: UTDomGameMode

 public UTDomGameMode(TargetInfo Target)
 {
     PrivateIncludePaths.Add("UTDomGameMode/Private");
     PublicDependencyModuleNames.AddRange(
         new string[]
         {
             "Core",
             "CoreUObject",
             "Engine",
             "Navmesh",
             "UnrealTournament",
             "InputCore",
             "Slate",
             "SlateCore"
         }
         );
 }
开发者ID:HKLM,项目名称:UTDomGameMode,代码行数:17,代码来源:UTDomGameMode.Build.cs


示例17: SkookumScriptGenerator

        public SkookumScriptGenerator(TargetInfo Target)
        {
            // We need ICU for regex use!
              UEBuildConfiguration.bCompileICU = true;

              PublicIncludePaths.AddRange(
            new string[] {
              "Programs/UnrealHeaderTool/Public",
              // ... add other public include paths required here ...
            }
            );

              PrivateIncludePaths.AddRange(
            new string[] {
              // "Developer/SkookumScriptGenerator/Private",
              // ... add other private include paths required here ...
            }
            );

              PublicDependencyModuleNames.AddRange(
            new string[]
            {
              "Core",
              "CoreUObject",
              // ... add other public dependencies that you statically link with here ...
            }
            );

              PrivateDependencyModuleNames.AddRange(
            new string[]
            {
              // ... add private dependencies that you statically link with here ...
            }
            );

              DynamicallyLoadedModuleNames.AddRange(
            new string[]
            {
              // ... add any modules that your module loads dynamically here ...
            }
            );
        }
开发者ID:AgogLabs,项目名称:SkookumScript-UnrealEngine,代码行数:42,代码来源:SkookumScriptGenerator.Build.cs


示例18: SetupDefaultGlobalEnvironment

        public override void SetupDefaultGlobalEnvironment(
			TargetInfo Target,
			ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
			ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
			)
        {
            if (Target.Platform == UnrealTargetPlatform.Mac)
            {
                UEBuildConfiguration.bCompileNetworkProfiler = false;
            }
            else
            {
                UEBuildConfiguration.bCompileNetworkProfiler = true;
            }

            UEBuildConfiguration.bCompileLeanAndMeanUE = true;

            // Do not include the editor
            UEBuildConfiguration.bBuildEditor = false;
            UEBuildConfiguration.bBuildWithEditorOnlyData = false;

            // Require cooked data
            UEBuildConfiguration.bBuildRequiresCookedData = true;

            // Compile the engine
            UEBuildConfiguration.bCompileAgainstEngine = true;

            // Tag it as a 'Game' build
            OutCPPEnvironmentConfiguration.Definitions.Add("UE_GAME=1");

            // no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
            OutLinkEnvironmentConfiguration.bHasExports = false;

            // Mark it as a Rocket build
            if (UnrealBuildTool.BuildingRocket() || UnrealBuildTool.RunningRocket())
            {
                OutCPPEnvironmentConfiguration.Definitions.Add("UE_ROCKET=1");
            }
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:39,代码来源:UEBuildGame.cs


示例19: UDKImportPlugin

        public UDKImportPlugin(TargetInfo Target)
        {
            PublicDependencyModuleNames.AddRange(
                new string[] {
                    "Core",
                    "Engine",
                    "UnrealEd",
                    "CoreUObject",		// @todo Mac: for some reason CoreUObject and Engine are needed to link in debug on Mac
                    "InputCore",
                    "SlateCore",
                    "Slate"
                }
            );

            PrivateDependencyModuleNames.AddRange(
                new string[] {
                    "EditorStyle",
                    "Projects",
                    "LevelEditor",
                    "AssetTools",
                }
            );
        }
开发者ID:ainsleylang,项目名称:UDKImportPlugin,代码行数:23,代码来源:UDKImportPlugin.Build.cs


示例20: OpenGEXParser

		public OpenGEXParser(TargetInfo Target)
		{
			Type = ModuleType.External;

			var bPlatformAllowed = (Target.Platform == UnrealTargetPlatform.Win64);

			if (bPlatformAllowed)
			{
				string OpenGEXParserPath = ModulePath + "/opengex-parser/";
				PublicIncludePaths.Add(OpenGEXParserPath + "include");
				
				string ThirdPartyBinariesPath = ModulePath + "/bin/";

				if (Target.Platform == UnrealTargetPlatform.Win64)
				{
					if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015)
					{
						if (Target.Configuration == UnrealTargetConfiguration.Debug)
						{
                            PublicLibraryPaths.Add(OpenGEXParserPath + "lib/x64/VS2015/Debug/");

                            PublicAdditionalLibraries.Add("opengex-parser_Debug.lib");

                            PublicDelayLoadDLLs.Add("opengex-parser_Debug.dll");
                        }
						else
						{
                            PublicLibraryPaths.Add(OpenGEXParserPath + "lib/x64/VS2015/Release/");

                            PublicAdditionalLibraries.Add("opengex-parser_Release.lib");

                            PublicDelayLoadDLLs.Add("opengex-parser_Release.dll");
                        }
					}
				}
			}
		}
开发者ID:henrya2,项目名称:OpenGEXImporter,代码行数:37,代码来源:OpenGEXParser.Build.cs



注:本文中的UnrealBuildTool.TargetInfo类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# UnrealBuildTool.UEBuildTarget类代码示例发布时间:2022-05-26
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C# UnrealBuildTool.ProjectFile类代码示例发布时间:2022-05-26
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