Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/GraphEditor.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

73 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class GraphEditor : ModuleRules
{
public GraphEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/GraphEditor/Private",
"Editor/GraphEditor/Private/KismetNodes",
"Editor/GraphEditor/Private/KismetPins",
"Editor/GraphEditor/Private/MaterialNodes",
"Editor/GraphEditor/Private/MaterialPins",
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
"IntroTutorials",
"ClassViewer",
"StructViewer",
}
);
// PublicDependencyModuleNames.AddRange(
// new string[] {
// "AudioEditor"
// }
// );
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"EditorWidgets",
"EditorFramework",
"UnrealEd",
"AssetRegistry",
"Kismet",
"KismetWidgets",
"BlueprintGraph",
"Documentation",
"RenderCore",
"RHI",
"ToolMenus",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"ContentBrowser",
"ClassViewer",
"StructViewer",
}
);
// Circular references that need to be cleaned up
CircularlyReferencedDependentModules.AddRange(
new string[] {
"Kismet"
}
);
}
}