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UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/PhysicsAssetEditor.Build.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PhysicsAssetEditor : ModuleRules
{
public PhysicsAssetEditor(ReadOnlyTargetRules Target) : base(Target)
{
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PublicIncludePaths.AddRange(
new string[] {
"Editor/UnrealEd/Public",
"Editor/Persona/Public"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/PhysicsAssetEditor/Private",
"Editor/PhysicsAssetEditor/Private/PhysicsAssetGraph",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"RenderCore",
"Slate",
"SlateCore",
"EditorStyle",
"LevelEditor",
"EditorFramework",
"UnrealEd",
"Kismet",
"Persona",
"SkeletonEditor",
"GraphEditor",
"AnimGraph",
"AnimGraphRuntime",
"AdvancedPreviewScene",
"DetailCustomizations",
"PinnedCommandList",
"ToolMenus",
"PhysicsCore"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"PropertyEditor",
"MeshUtilities",
}
);
}
}