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Introducing the CQTestEnhancedInput plugin as this requires use of the EnhancedInput Engine Plugin (Engine modules cannot make use of the Engine Plugin) #jira UE-217806 #rb Devin.Doucette, Jerome.Delattre, rob.huyett, sean.sweeney [CL 36039088 by sebastian lewicki in ue5-main branch]
32 lines
533 B
C#
32 lines
533 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class CQTest : ModuleRules
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{
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public CQTest(ReadOnlyTargetRules Target)
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: base(Target)
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{
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PublicDependencyModuleNames.Add("DeveloperSettings");
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"Slate"
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}
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);
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if (Target.bBuildEditor)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"EngineSettings",
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"LevelEditor",
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"UnrealEd"
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});
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}
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}
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}
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