Files
UnrealEngineUWP/Engine/Source/Editor/AIGraph/AIGraph.Build.cs
brooke hubert 48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00

60 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AIGraph : ModuleRules
{
public AIGraph(ReadOnlyTargetRules Target) : base(Target)
{
OverridePackageType = PackageOverrideType.EngineDeveloper;
PrivateIncludePaths.AddRange(
new string[] {
"Editor/GraphEditor/Private",
"Editor/Kismet/Private",
"Editor/AIGraph/Private",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetRegistry",
"AssetTools",
"ContentBrowser"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"ApplicationCore",
"Engine",
"RenderCore",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"EditorFramework",
"UnrealEd",
"MessageLog",
"GraphEditor",
"Kismet",
"AnimGraph",
"BlueprintGraph",
"AIModule",
"ClassViewer",
"ToolMenus",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetTools",
"AssetRegistry",
"ContentBrowser"
}
);
}
}