Hi
Some plugin’s build.cs has [PublicAdditionalShadowFiles].
PublicAdditionalShadowFiles.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "FreeType2/FreeType2-2.4.12/Lib/TVOS/Device/libfreetype2412.a");
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
string DylibPath = SdkBase + "/bin/osx32/libopenvr_api.dylib";
PublicDelayLoadDLLs.Add(DylibPath);
PublicAdditionalShadowFiles.Add(DylibPath);
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
if (Target.Architecture == "-simulator")
{
PublicLibraryPaths.Add(libPNGPath + "/lib/ios/Simulator");
PublicAdditionalShadowFiles.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "libPNG/libPNG-1.5.2/lib/ios/Simulator/libpng152.a");
}
else
{
PublicLibraryPaths.Add(libPNGPath + "/lib/ios/Device");
PublicAdditionalShadowFiles.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "libPNG/libPNG-1.5.2/lib/ios/Device/libpng152.a");
}
PublicAdditionalLibraries.Add("png152");
}
string libJPGPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "libJPG";
PublicIncludePaths.Add(libJPGPath);
// cpp files being used like header files in implementation
PublicAdditionalShadowFiles.Add(libJPGPath + "/jpgd.cpp");
PublicAdditionalShadowFiles.Add(libJPGPath + "/jpge.cpp");
like that.
- What is PublicAdditionalShadowFiles?
- When using PublicAdditionalShadowFiles?
- Why using PublicAdditionalShadowFiles?
- How to use PublicAdditionalShadowFiles??..