// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class OutputLog : ModuleRules { public OutputLog(ReadOnlyTargetRules Target) : base(Target) { PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", // @todo Mac: for some reason it's needed to link in debug on Mac "InputCore", "Slate", "SlateCore", "TargetPlatform", "DesktopPlatform", "ToolWidgets", } ); if (Target.bBuildEditor) { PrivateDependencyModuleNames.AddRange( new string[] { "EditorFramework", "StatusBar", "UnrealEd", } ); } if (Target.bBuildEditor || Target.bBuildDeveloperTools) { PrivateIncludePathModuleNames.AddRange( new string[] { "WorkspaceMenuStructure", } ); } if (Target.bCompileAgainstEngine) { // Required for output log drawer in editor / engine builds. PrivateDependencyModuleNames.Add("Engine"); } } }