using System.IO; using UnrealBuildTool; public class TheAPI : ModuleRules { public TheAPI(ReadOnlyTargetRules Target) : base(Target) { Type = ModuleType.External; if (Target.Platform == UnrealTargetPlatform.Win64) { // add include path string PlatformDir = Target.Platform.ToString(); string IncPath = Path.Combine(ModuleDirectory, "include"); PublicSystemIncludePaths.Add(IncPath); // add lib path string LibPath = Path.Combine(ModuleDirectory, "lib", PlatformDir); PublicLibraryPaths.Add(LibPath); /* // add static library string LibName = "TheAPI"; PublicAdditionalLibraries.Add(LibName + ".lib"); // add dynamic library string DLLName = LibName + ".dll"; PublicDelayLoadDLLs.Add(DLLName); string BinaryPath = Path.GetFullPath(Path.Combine(ModuleDirectory, "../../../Binaries/ThirdParty", PlatformDir)); RuntimeDependencies.Add(Path.Combine(BinaryPath, DLLName)); */ // add macros PublicDefinitions.Add("WITH_THEAPI=1"); PublicDefinitions.Add("__WINDOWS__"); //PublicDefinitions.Add("_WIN32_WINNT_WIN10_TH2"); //PublicDefinitions.Add("_WIN32_WINNT_WIN10_RS1"); //PublicDefinitions.Add("_WIN32_WINNT_WIN10_RS2"); //PublicDefinitions.Add("_WIN32_WINNT_WIN10_RS3"); //PublicDefinitions.Add("_WIN32_WINNT_WIN10_RS4"); //PublicDefinitions.Add("_WIN32_WINNT_WIN10_RS5"); } } }