Files
aaron mcleran 6705225eb4 Making space bar preview a metasound
* Refactored metasound source and patch asset actions to use new asset definitions
* Fixed issue with preset icons not showing up on restart
* Utilized sound base asset def

#jira UE-194293, UE-194188
#rb helen.yang

[CL 27799703 by aaron mcleran in ue5-main branch]
2023-09-12 13:54:05 -04:00

73 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
namespace UnrealBuildTool.Rules
{
public class MetasoundEditor : ModuleRules
{
public MetasoundEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
Path.Combine(GetModuleDirectory("MetasoundFrontend"), "Private"),
}
);
PrivateDependencyModuleNames.AddRange
(
new string[]
{
"AssetTools",
"AppFramework",
"AudioExtensions",
"AudioSynesthesia",
"EditorWidgets",
"Kismet",
"KismetWidgets",
"MetasoundEngine",
"MetasoundFrontend",
"MetasoundGenerator",
"MetasoundGraphCore",
"SignalProcessing",
"SubobjectEditor",
"ToolMenus",
"ToolWidgets",
"WaveTable",
"WaveTableEditor"
}
);
PublicDependencyModuleNames.AddRange
(
new string[]
{
"ApplicationCore",
"AudioAnalyzer",
"AudioEditor",
"AudioMixer",
"AudioWidgets",
"AssetDefinition",
"ClassViewer",
"ContentBrowser",
"Core",
"CoreUObject",
"DetailCustomizations",
"EditorFramework",
"EditorStyle",
"EditorSubsystem",
"Engine",
"GraphEditor",
"InputCore",
"PropertyEditor",
"RenderCore",
"Slate",
"SlateCore",
"UnrealEd"
}
);
}
}
}