73 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			73 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
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								// Tencent is pleased to support the open source community by making sluaunreal available.
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								// Copyright (C) 2018 THL A29 Limited, a Tencent company. All rights reserved.
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								// Licensed under the BSD 3-Clause License (the "License"); 
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								// you may not use this file except in compliance with the License. You may obtain a copy of the License at
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								// https://opensource.org/licenses/BSD-3-Clause
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								// Unless required by applicable law or agreed to in writing, 
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								// software distributed under the License is distributed on an "AS IS" BASIS, 
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								// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 
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								// See the License for the specific language governing permissions and limitations under the License.
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								using UnrealBuildTool;
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								using System.IO;
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								public class slua_profile : ModuleRules
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								{
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								    public slua_profile(ReadOnlyTargetRules Target) : base(Target)
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								    {
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								        PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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								        // enable exception
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								        bEnableExceptions = true;
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								#if UE_5_2_OR_LATER
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								        IWYUSupport = IWYUSupport.None;
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								#else
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								        bEnforceIWYU = false;
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								#endif
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								        bEnableUndefinedIdentifierWarnings = false;
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								        PrivateDependencyModuleNames.AddRange(new string[] { "slua_unreal" });
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								        PublicIncludePathModuleNames.AddRange(new string[] { "slua_unreal" });
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								#if UE_4_21_OR_LATER
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								        PublicDefinitions.Add("ENABLE_PROFILER");
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								#else
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								        Definitions.Add("ENABLE_PROFILER");
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								#endif
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								        PublicDependencyModuleNames.AddRange(
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								            new string[]
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								            {
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								                "Core",
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								                "UMG",
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												// ... add other public dependencies that you statically link with here ...
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											}
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								            );
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								        if (Target.Type == TargetType.Editor)
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								        {
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								            PrivateDependencyModuleNames.Add("UnrealEd");
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								            PrivateDependencyModuleNames.Add("EditorStyle");
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								            PrivateDependencyModuleNames.Add("LevelEditor");
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								        }
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								        PrivateDependencyModuleNames.AddRange(
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								            new string[]
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								            {
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								                "CoreUObject",
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								                "Engine",
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								                "Slate",
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								                "SlateCore",
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								                "UMG",
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								                "InputCore",
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								                "Networking",
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								                "Sockets",
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												// ... add private dependencies that you statically link with here ...	
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											}
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								    );
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								    }
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								}
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