Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/PropertyEditor.Build.cs
miro salminen e5bd3eded3 [SWIN] [MetaSounds] [Editor] Add ability to Audition SoundWaves From Input Literal/Array Literal
A way to add Optional Custom Widget at SPropertyEditorAsset depending on the selected AssetDefinition. Retrieves the Custom widget through GetCustomAssetPickerWidget function that can be overriden in AssetDefinitions.
#rb logan.buchy
#jira UE-200655
#rnx

[CL 36032666 by miro salminen in ue5-main branch]
2024-09-05 03:45:28 -04:00

67 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PropertyEditor : ModuleRules
{
public PropertyEditor(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"EditorConfig",
"EditorFramework",
"UnrealEd",
"ActorPickerMode",
"SceneDepthPickerMode",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
"AssetRegistry",
"AssetTools",
"ClassViewer",
"StructViewer",
"ContentBrowser",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"AssetDefinition",
"Core",
"CoreUObject",
"ApplicationCore",
"EditorStyle",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorWidgets",
"Documentation",
"ConfigEditor",
"SceneOutliner",
"DesktopPlatform",
"PropertyPath",
"ToolWidgets",
"WidgetRegistration",
"Json",
"ToolMenus"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetRegistry",
"AssetTools",
"ClassViewer",
"StructViewer",
"ContentBrowser",
"MainFrame",
}
);
}
}