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UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingOperators/ModelingOperators.Build.cs

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingOperators : ModuleRules
{
public ModelingOperators(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[]
{
// These dependencies were commented out when we split out ModelingOperatorsEditorOnly
// Many of them are editor only and should not be depended on here. If you re-add any
// dependent modules, please confirm by "launching" or packaging that you are not introducing
// editor dependencies
//
//"ProxyLODMeshReduction", // currently required to be public due to IVoxelBasedCSG API
//"MeshDescription",
"Core",
"InteractiveToolsFramework",
"GeometryCore",
"DynamicMesh",
"MeshConversion",
"GeometryAlgorithms", // required for constrained Delaunay triangulation
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// These dependencies were commented out when we split out ModelingOperatorsEditorOnly
// Many of them are editor only and should not be depended on here. If you re-add any
// dependent modules, please confirm by "launching" or packaging that you are not introducing
// editor dependencies
//
//"MeshBuilder",
//"MeshDescriptionOperations",
//"MeshUtilitiesCommon",
//"MeshReductionInterface", // for standard UE simplification
"CoreUObject",
"Engine",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}