// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class MeshModelingToolsExp : ModuleRules { public MeshModelingToolsExp(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicIncludePaths.AddRange( new string[] { // ... add public include paths required here ... } ); PublicIncludePathModuleNames.AddRange( new string[] { "AnimationCore", // For the BoneWeights.h include } ); PublicDependencyModuleNames.AddRange( new string[] { // These dependencies were commented out when we split out MeshModelingToolsEditorOnly // 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 // //"MeshDescription", //"ProxyLODMeshReduction", // currently required to be public due to IVoxelBasedCSG API "Core", "Eigen", "InteractiveToolsFramework", "GeometryCore", "GeometryFramework", "GeometryAlgorithms", "DynamicMesh", "MeshConversion", "MeshDescription", "MeshModelingTools", "StaticMeshDescription", "SkeletalMeshDescription", "ModelingComponents", "ModelingOperators", // ... add other public dependencies that you statically link with here ... } ); PrivateDependencyModuleNames.AddRange( new string[] { // These dependencies were commented out when we split out MeshModelingToolsEditorOnly // 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 // //"RenderCore", //"RHI", //"MeshUtilities", // temp for saving mesh asset //"UnrealEd", //"MeshBuilder", //"MeshDescriptionOperations", //"MeshUtilitiesCommon", //"MeshReductionInterface", // for UE standard simplification //"ProxyLODMeshReduction", // for mesh merging voxel-based csg //"Slate", //"SlateCore", "CoreUObject", "Engine", "RenderCore", "ModelingOperators", "InputCore", "PhysicsCore", // ... add private dependencies that you statically link with here ... } ); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }