Files
VoxelForge/Source/VoxelForge/VoxelForge.Build.cs
T
2026-07-04 11:30:43 +02:00

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
});
}
}