// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class MeshModelingToolsEditorOnly : ModuleRules { public MeshModelingToolsEditorOnly(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[] { "Core", "InteractiveToolsFramework", "MeshDescription", "StaticMeshDescription", "SkeletalMeshDescription", "GeometryCore", "GeometryFramework", "DynamicMesh", "MeshConversion", "MeshModelingTools", "ModelingComponents", "ModelingComponentsEditorOnly", "ModelingOperators", "ModelingOperatorsEditorOnly", "ProxyLODMeshReduction", // currently required to be public due to IVoxelBasedCSG API // ... add other public dependencies that you statically link with here ... "HairStrandsCore" // required for Hair toolset } ); PrivateDependencyModuleNames.AddRange( new string[] { "CoreUObject", "Engine", "RenderCore", "RHI", "InputCore", "MeshUtilities", // tangents calculation "EditorFramework", "UnrealEd", "MeshBuilder", "MeshUtilitiesCommon", "MeshReductionInterface", // for UE standard simplification "ProxyLODMeshReduction", // for mesh merging voxel-based csg //"Slate", //"SlateCore", // ... add private dependencies that you statically link with here ... } ); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }