// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class DataLayerEditor : ModuleRules { public DataLayerEditor(ReadOnlyTargetRules Target) : base(Target) { PublicIncludePaths.Add("Editor/DataLayerEditor/Public"); PrivateIncludePaths.Add("Editor/DataLayerEditor/Private"); // For PCH includes (because they don't work with relative paths, yet) PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "EditorFramework", "EditorWidgets", "EditorSubsystem", "PropertyEditor", "Engine", "InputCore", "Slate", "SlateCore", "UnrealEd", "SceneOutliner", "ToolMenus", "AssetTools", } ); } }