Lost_Edge/Source/Lost_Edge/Lost_Edge.Build.cs

22 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Lost_Edge : ModuleRules {
public Lost_Edge(ReadOnlyTargetRules Target) : base(Target) {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OpenCV" });
PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG", "RHI", "RenderCore", "Lost_EdgeShaders", "TextureCompressor",
"LevelSequence", "MovieScene" }); // "Slate", "SlateCore"
// UE_LOG(LogTemp, Log, TEXT("capture: %s"), (capture ? TEXT("true") : TEXT("false")));
// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("1"));
// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("Rescaled: %f"), scale));
// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("v: %f, %f, %f"), scale));
// DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, PrimaryComponentTick.TickInterval, 0, 0.1f);
}
}