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// VoxelForge.Build.cs
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// This file tells Unreal how to compile our plugin
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using UnrealBuildTool;
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public class VoxelForge : ModuleRules
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{
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public VoxelForge(ReadOnlyTargetRules Target) : base(Target)
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{
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// PCH = Precompiled Headers - speeds up compilation
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// UseExplicitOrSharedPCHs is the modern recommended setting
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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// Modules we depend on:
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// - Core: Basic types (TArray, FString, etc.)
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// - CoreUObject: UObject system (UCLASS, UPROPERTY, etc.)
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// - Engine: Game engine features (AActor, UWorld, etc.)
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"GameplayTags", // For FGameplayTagContainer on strate definitions
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});
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// RealtimeMeshComponent - the rendering library we'll use
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// This is a third-party plugin you should have installed
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PublicDependencyModuleNames.Add("RealtimeMeshComponent");
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// Private dependencies - only used in our .cpp files, not exposed in headers
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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// None for now - we'll add more as needed
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});
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}
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}
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