added preprocessor definitions to the plugin so c++ can control

different code paths depending on if they are enabled or not.


Former-commit-id: 42f000697cc3095d2795bfc3b9a2a79db94af741
This commit is contained in:
mordentral
2017-04-06 12:11:16 -04:00
parent 2fc814622e
commit 4388f57f3d
2 changed files with 6 additions and 2 deletions

View File

@@ -4,8 +4,10 @@ using System.IO;
public class AdvancedSteamSessions : ModuleRules
{
public AdvancedSteamSessions(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ });
{
Definitions.Add("WITH_ADVANCED_STEAM_SESSIONS=1");
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ });
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))