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UnrealEngineUWP/Engine/Source/Developer/OutputLog/OutputLog.Build.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class OutputLog : ModuleRules
{
public OutputLog(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject", // @todo Mac: for some reason it's needed to link in debug on Mac
"InputCore",
"Slate",
"SlateCore",
"TargetPlatform",
"DesktopPlatform",
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"ToolWidgets",
}
);
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
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"EditorFramework",
"StatusBar",
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"UnrealEd",
}
);
}
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if (Target.bBuildEditor || Target.bBuildDeveloperTools)
{
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PrivateIncludePathModuleNames.AddRange(
new string[] {
"WorkspaceMenuStructure",
}
);
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}
if (Target.bCompileAgainstEngine)
{
// Required for output log drawer in editor / engine builds.
PrivateDependencyModuleNames.Add("Engine");
}
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UnsafeTypeCastWarningLevel = WarningLevel.Error;
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}
}