Files
UnrealEngineUWP/Engine/Source/Editor/AnimationBlueprintEditor/AnimationBlueprintEditor.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

67 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AnimationBlueprintEditor : ModuleRules
{
public AnimationBlueprintEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("Editor/AnimationBlueprintEditor/Private"); // For PCH includes (because they don't work with relative paths, yet)
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetRegistry",
"MainFrame",
"DesktopPlatform",
"SkeletonEditor",
"ContentBrowser",
"AssetTools",
"AnimationEditor",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"Slate",
"SlateCore",
"EditorStyle",
"Engine",
"EditorFramework",
"UnrealEd",
"GraphEditor",
"InputCore",
"KismetWidgets",
"AnimGraph",
"PropertyEditor",
"EditorWidgets",
"BlueprintGraph",
"RHI",
"KismetCompiler",
"ToolMenus",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"ContentBrowser",
"Documentation",
"MainFrame",
"DesktopPlatform",
"SkeletonEditor",
"AssetTools",
"AnimationEditor",
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Kismet",
"Persona",
}
);
}
}