39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
// VoxelForge.Build.cs
|
|
// This file tells Unreal how to compile our plugin
|
|
|
|
using UnrealBuildTool;
|
|
|
|
public class VoxelForge : ModuleRules
|
|
{
|
|
public VoxelForge(ReadOnlyTargetRules Target) : base(Target)
|
|
{
|
|
// PCH = Precompiled Headers - speeds up compilation
|
|
// UseExplicitOrSharedPCHs is the modern recommended setting
|
|
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
|
|
|
// Modules we depend on:
|
|
// - Core: Basic types (TArray, FString, etc.)
|
|
// - CoreUObject: UObject system (UCLASS, UPROPERTY, etc.)
|
|
// - Engine: Game engine features (AActor, UWorld, etc.)
|
|
PublicDependencyModuleNames.AddRange(new string[]
|
|
{
|
|
"Core",
|
|
"CoreUObject",
|
|
"Engine",
|
|
"GameplayTags", // For FGameplayTagContainer on strate definitions
|
|
});
|
|
|
|
// RealtimeMeshComponent - the rendering library we'll use
|
|
// This is a third-party plugin you should have installed
|
|
PublicDependencyModuleNames.Add("RealtimeMeshComponent");
|
|
|
|
// Private dependencies - only used in our .cpp files, not exposed in headers
|
|
PrivateDependencyModuleNames.AddRange(new string[]
|
|
{
|
|
"ImageWrapper", // PNG encode for the biome-map preview bake (BakeBiomePreview)
|
|
"RHI", // Texture3D create + RHIUpdateTexture3D for the density volume (mini-sun shadows)
|
|
"RenderCore", // ENQUEUE_RENDER_COMMAND for the volume upload
|
|
});
|
|
}
|
|
}
|