// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. namespace UnrealBuildTool.Rules { public class GameplayDebugger : ModuleRules { public GameplayDebugger(TargetInfo Target) { PublicIncludePaths.AddRange( new string[] { "Developer/GameplayDebugger/Public", "Developer/AIModule/Public", "Developer/Settings/Public", "Runtime/GameplayAbilities/Public", // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { "Developer/GameplayDebugger/Private", "Runtime/Engine/Private", "Runtime/AIModule/Private", // ... add other private include paths required here ... } ); PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "InputCore", "Engine", "RenderCore", "RHI", "ShaderCore", "Settings", "AIModule", // it have to be here for now. It'll be changed to remove any dependency to AIModule in future "GameplayAbilities", } ); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); if (UEBuildConfiguration.bBuildEditor == true) { PrivateDependencyModuleNames.Add("UnrealEd"); PrivateDependencyModuleNames.Add("LevelEditor"); PrivateDependencyModuleNames.Add("Slate"); PublicIncludePaths.Add("Editor/LevelEditor/Public"); } if (UEBuildConfiguration.bCompileRecast) { PrivateDependencyModuleNames.Add("Navmesh"); } } } }