Files
UnrealEngineUWP/Engine/Source/Editor/LevelAssetEditor/LevelAssetEditor.Build.cs
brooke hubert 669356b188 Initial Creation of Asset Placement Mode module.
#rnx
#Jira UE-98156
#rb lauren.barnes

[CL 14329611 by brooke hubert in ue5-main branch]
2020-09-16 14:38:57 -04:00

63 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LevelAssetEditor : ModuleRules
{
public LevelAssetEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"InteractiveToolsFramework",
"ToolMenus"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Projects",
"InputCore",
"EditorFramework",
"UnrealEd",
"ToolMenus",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"EditorStyle",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
"AssetPlacementEdMode",
// ... add any modules that your module loads dynamically here ...
}
);
}
}