Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponentsEditorOnly/ModelingComponentsEditorOnly.Build.cs

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingComponentsEditorOnly : ModuleRules
{
public ModelingComponentsEditorOnly(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"SkeletalMeshDescription",
"GeometryCore",
"GeometryFramework",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"ModelingOperators",
"ModelingComponents"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"BSPUtils",
"CoreUObject",
"Engine",
"InputCore",
"RenderCore",
"PhysicsCore",
"Slate",
"RHI",
"AssetTools",
"UnrealEd" // required for asset factories
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"OpenSubdiv", // currently Win64-only
}
);
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}