Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/PhysicsAssetEditor.Build.cs
Alexis Matte cb5d41fc7e Allow Physics asset to be a developper module with no dependencecies on any editor module.
#jira UETOOL-3603
#rb richard.talbotwatkin
#preflight 60d1e95f78c3b000010f6005

[CL 16743468 by Alexis Matte in ue5-main branch]
2021-06-22 11:12:23 -04:00

61 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PhysicsAssetEditor : ModuleRules
{
public PhysicsAssetEditor(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Editor/UnrealEd/Public",
"Editor/Persona/Public"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/PhysicsAssetEditor/Private",
"Editor/PhysicsAssetEditor/Private/PhysicsAssetGraph",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"RenderCore",
"Slate",
"SlateCore",
"EditorStyle",
"LevelEditor",
"EditorFramework",
"UnrealEd",
"Kismet",
"Persona",
"SkeletonEditor",
"GraphEditor",
"AnimGraph",
"AnimGraphRuntime",
"AdvancedPreviewScene",
"DetailCustomizations",
"PinnedCommandList",
"ToolMenus",
"PhysicsCore",
"PhysicsUtilities",
"MeshUtilitiesCommon",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"PropertyEditor",
"MeshUtilities",
}
);
}
}