public AndroidPlatformEditor(ReadOnlyTargetRules Target) : base(Target)
    {
        BinariesSubFolder = "Android";

        PrivateDependencyModuleNames.AddRange(
            new string[] {
            "Core",
            "CoreUObject",
            "InputCore",
            "Engine",
            "Slate",
            "SlateCore",
            "EditorStyle",
            "EditorWidgets",
            "DesktopWidgets",
            "PropertyEditor",
            "SharedSettingsWidgets",
            "SourceControl",
            "AndroidRuntimeSettings",
            "AndroidDeviceDetection",
            "TargetPlatform",
            "RenderCore",
            "MaterialShaderQualitySettings",
        }
            );

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

        // this is listed above, so it isn't really dynamically loaded, this just marks it as being platform specific.
        PlatformSpecificDynamicallyLoadedModuleNames.Add("AndroidRuntimeSettings");
    }
Ejemplo n.º 2
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    public IOSPlatformEditor(TargetInfo Target)
    {
        BinariesSubFolder = "IOS";

        PrivateDependencyModuleNames.AddRange(
            new string[] {
            "Core",
            "CoreUObject",
            "InputCore",
            "DesktopPlatform",
            "Engine",
            "GameProjectGeneration",
            "MainFrame",
            "Slate",
            "SlateCore",
            "EditorStyle",
            "PropertyEditor",
            "SharedSettingsWidgets",
            "SourceControl",
            "IOSRuntimeSettings",
            "TargetPlatform",
        }
            );

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

        // this is listed above, so it isn't really dynamically loaded, this just marks it as being platform specific.
        PlatformSpecificDynamicallyLoadedModuleNames.Add("IOSRuntimeSettings");
    }
Ejemplo n.º 3
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    public IOSTargetPlatform(ReadOnlyTargetRules Target) : base(Target)
    {
        BinariesSubFolder = "IOS";

        PrivateDependencyModuleNames.AddRange(
            new string[]
        {
            "Core",
            "CoreUObject",
            "TargetPlatform",
            "DesktopPlatform",
            "LaunchDaemonMessages",
            "Projects"
        }
            );

        PrivateIncludePathModuleNames.AddRange(
            new string[] {
            "Messaging",
            "TargetDeviceServices",
        }
            );

        PlatformSpecificDynamicallyLoadedModuleNames.Add("LaunchDaemonMessages");

        PrivateIncludePaths.Add("Developer/IOS/IOSTargetPlatform/Private");

        //This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
        PublicIncludePaths.AddRange(
            new string[]
        {
            "Runtime/Core/Public/Apple",
            "Runtime/Core/Public/IOS",
        }
            );

        if (Target.bCompileAgainstEngine)
        {
            PrivateDependencyModuleNames.Add("Engine");
        }

        if (Target.Platform == UnrealTargetPlatform.Mac)
        {
            PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
        }
    }
Ejemplo n.º 4
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    public TVOSTargetPlatform(TargetInfo Target)
    {
        BinariesSubFolder = "IOS";

        PrivateDependencyModuleNames.AddRange(
            new string[]
        {
            "Core",
            "CoreUObject",
            "TargetPlatform",
            "DesktopPlatform",
            "LaunchDaemonMessages",
            "IOSTargetPlatform",
            "Projects"
        }
            );

        PrivateIncludePathModuleNames.AddRange(
            new string[] {
            "Messaging",
            "TargetDeviceServices",
        }
            );

        PlatformSpecificDynamicallyLoadedModuleNames.Add("LaunchDaemonMessages");

        if (UEBuildConfiguration.bCompileAgainstEngine)
        {
            PrivateDependencyModuleNames.Add("Engine");
        }

        PrivateIncludePaths.AddRange(
            new string[] {
            "Developer/IOS/IOSTargetPlatform/Private"
        }
            );
    }