Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/DetailCustomizations.Build.cs
Thomas Sarkanen 2e3d1f5aae #summary Source code access is now done via plugins
#ttp 330039 	EDITOR: Platform-agnostic editor code depends on Windows-only VSAccessor headers
#detail 	Source code access is now extensible via plugins, so any new editors can be easily added.
#add 	Added SourceCodeAccess module that routes access via plugins.
#change 	Moved much of the old VSAccessor code into a new VisualStudioSourceCodeAccess plugin.
#add 	Added a counterpart XCode plugin & migrated the code from FSourceCodeNavigation (Applescript etc.) into there.
#remove 	Removed applescript for XCode access (it is now done via code).
#remove 	Removed source code access functionality from platform layer.
#add 	Added details customization for source code access settings, so users can choose their own accessor.
#remove 	Removed dependencies on VSAccessor.
#change 	Changed API in SWidget to not require building a string to be parsed, instead this acesses and forwards filenames & line numbers.
#extra 	Tested on Mac by Mark S.
reviewed by 	Andrew.Brown

[CL 2048697 by Thomas Sarkanen in Main branch]
2014-04-23 19:19:51 -04:00

55 lines
1.2 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class DetailCustomizations : ModuleRules
{
public DetailCustomizations(TargetInfo Target)
{
PrivateIncludePaths.Add("Editor/DetailCustomizations/Private"); // For PCH includes (because they don't work with relative paths, yet)
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"EditorStyle",
"UnrealEd",
"EditorWidgets",
"KismetWidgets",
"SharedSettingsWidgets",
"ContentBrowser",
"BlueprintGraph",
"AnimGraph",
"PropertyEditor",
"LevelEditor",
"DesktopPlatform",
"ClassViewer",
"TargetPlatform",
"ExternalImagePicker",
"GameProjectGeneration",
"MoviePlayer",
"SourceControl",
"InternationalizationSettings",
"SourceCodeAccess"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"PropertyEditor",
"LandscapeEditor",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"PropertyEditor",
"Layers"
}
);
}
}