// ReadOnlyTargetRules for version > 4.15 public UnrealCV(ReadOnlyTargetRules Target) : base(Target) // 4.16 or better { bEnforceIWYU = true; bFasterWithoutUnity = true; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; // This trick is from https://answers.unrealengine.com/questions/258689/how-to-include-private-header-files-of-other-modul.html // string EnginePath = Path.GetFullPath(BuildConfigurationTarget.RelativeEnginePath); string EnginePath = Path.GetFullPath(Target.RelativeEnginePath); UnrealcvBuildConfig BuildConfig = new UnrealcvBuildConfig(EnginePath); PublicIncludePaths = BuildConfig.PublicIncludePaths; PrivateIncludePaths = BuildConfig.PrivateIncludePaths; PublicDependencyModuleNames = BuildConfig.PublicDependencyModuleNames; DynamicallyLoadedModuleNames = BuildConfig.DynamicallyLoadedModuleNames; // PrivateDependency only available in Private folder // Reference: https://answers.unrealengine.com/questions/23384/what-is-the-difference-between-publicdependencymod.html // if (UEBuildConfiguration.bBuildEditor == true) if (Target.bBuildEditor == true) { PrivateDependencyModuleNames = BuildConfig.EditorPrivateDependencyModuleNames; } }
public UnrealCV(TargetInfo Target) { string EnginePath = Path.GetFullPath(BuildConfiguration.RelativeEnginePath); UnrealcvBuildConfig BuildConfig = new UnrealcvBuildConfig(EnginePath); PublicIncludePaths = BuildConfig.PublicIncludePaths; PrivateIncludePaths = BuildConfig.PrivateIncludePaths; PublicDependencyModuleNames = BuildConfig.PublicDependencyModuleNames; DynamicallyLoadedModuleNames = BuildConfig.DynamicallyLoadedModuleNames; if (UEBuildConfiguration.bBuildEditor == true) { PrivateDependencyModuleNames = BuildConfig.EditorPrivateDependencyModuleNames; } }