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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/StateTreeEditorModule.Build.cs

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// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class StateTreeEditorModule : ModuleRules
{
public StateTreeEditorModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"AssetTools",
"EditorFramework",
"UnrealEd",
"Slate",
"SlateCore",
"EditorStyle",
"PropertyEditor",
"StateTreeModule",
"SourceControl",
"Projects",
"BlueprintGraph",
"PropertyAccessEditor",
"StructUtils",
"StructUtilsEngine",
"StructUtilsEditor",
"GameplayTags",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AssetDefinition",
"RenderCore",
"GraphEditor",
"KismetWidgets",
"PropertyPath",
"ToolMenus",
"ToolWidgets",
"ApplicationCore",
"DeveloperSettings",
"RewindDebuggerInterface",
"DetailCustomizations",
"AppFramework",
"KismetCompiler",
}
);
PrivateIncludePathModuleNames.AddRange(new string[] {
"MessageLog",
});
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=1");
}
else
{
PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=0");
}
}
}
}