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Some stuff like the key proprerty was put in the control rig editor since they own the details/panel and the proxies and it avoid us have too many duplicate set of delegates avoiding dangling delegate issues. #rb Max.Chen #jira UE-200125 [CL 30961804 by mike zyracki in 5.4 branch]
92 lines
2.6 KiB
C#
92 lines
2.6 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class ControlRigEditor : ModuleRules
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{
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public ControlRigEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"MainFrame",
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"AppFramework",
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"RigVMEditor",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"AssetDefinition",
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"Core",
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"CoreUObject",
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"CurveEditor",
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"DetailCustomizations",
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"Slate",
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"SlateCore",
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"InputCore",
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"Engine",
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"EditorFramework",
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"UnrealEd",
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"KismetCompiler",
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"BlueprintGraph",
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"ControlRig",
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"ControlRigDeveloper",
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"Kismet",
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"KismetCompiler",
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"EditorStyle",
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"EditorWidgets",
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"ApplicationCore",
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"AnimationCore",
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"PropertyEditor",
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"AnimGraph",
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"AnimGraphRuntime",
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"MovieScene",
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"MovieSceneTracks",
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"MovieSceneTools",
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"SequencerCore",
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"Sequencer",
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"LevelSequenceEditor",
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"ClassViewer",
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"AssetTools",
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"ContentBrowser",
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"ContentBrowserData",
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"LevelEditor",
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"SceneOutliner",
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"EditorInteractiveToolsFramework",
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"LevelSequence",
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"GraphEditor",
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"PropertyPath",
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"Persona",
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"UMG",
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"TimeManagement",
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"PropertyPath",
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"WorkspaceMenuStructure",
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"Json",
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"DesktopPlatform",
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"ToolMenus",
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"RigVM",
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"RigVMDeveloper",
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"RigVMEditor",
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"AnimationEditor",
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"MessageLog",
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"SequencerScripting",
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"PropertyAccessEditor",
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"KismetWidgets",
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"PythonScriptPlugin",
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"AdvancedPreviewScene",
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"ToolWidgets",
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"AnimationWidgets",
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"AnimationEditorWidgets",
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"ActorPickerMode",
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"Constraints",
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"AnimationEditMode"
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}
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);
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AddEngineThirdPartyPrivateStaticDependencies(Target, "FBX");
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}
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}
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}
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