Files
UnrealEngineUWP/Engine/Source/Developer/AssetTools/AssetTools.Build.cs
Steve Robb 7661666dcb Error when a module is both a dependency and dynamically loaded.
Fixes for lots of existing modules by removing all dynamically loaded duplicates (this is probably not the correct solution, but is the safest).

#codereview robert.manuszewski

[CL 2610845 by Steve Robb in Main branch]
2015-07-06 05:46:20 -04:00

75 lines
1.4 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AssetTools : ModuleRules
{
public AssetTools(TargetInfo Target)
{
PrivateIncludePaths.Add("Developer/AssetTools/Private");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"CurveAssetEditor",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"SourceControl",
"TextureEditor",
"UnrealEd",
"Kismet",
"Landscape",
"Foliage",
"Niagara",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Analytics",
"AssetRegistry",
"ContentBrowser",
"CollectionManager",
"CurveAssetEditor",
"DesktopPlatform",
"EditorWidgets",
"GameProjectGeneration",
"Kismet",
"MainFrame",
"MaterialEditor",
"Persona",
"FontEditor",
"SoundCueEditor",
"SoundClassEditor",
"SourceControl",
"Landscape",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetRegistry",
"ContentBrowser",
"CollectionManager",
"CurveTableEditor",
"DataTableEditor",
"DesktopPlatform",
"DestructibleMeshEditor",
"EditorWidgets",
"GameProjectGeneration",
"PropertyEditor",
"MainFrame",
"MaterialEditor",
"Persona",
"FontEditor",
"SoundCueEditor",
"SoundClassEditor"
}
);
}
}