Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/StateTreeEditorModule.Build.cs
foobit 3a0621e0f9 PR #9828: [StateTree] StateTreeEditor compile button with save options (Contributed by foobit)
#rb Mikko.Mononen
#preflight 637f6220f514e1ded9bdf58e

[CL 23259385 by foobit in ue5-main branch]
2022-11-24 10:07:21 -05:00

62 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class StateTreeEditorModule : ModuleRules
{
public StateTreeEditorModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"AssetTools",
"EditorFramework",
"UnrealEd",
"Slate",
"SlateCore",
"EditorStyle",
"PropertyEditor",
"StateTreeModule",
"SourceControl",
"Projects",
"BlueprintGraph",
"PropertyAccessEditor",
"StructUtils",
"StructUtilsEditor",
"GameplayTags",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"RenderCore",
"GraphEditor",
"KismetWidgets",
"PropertyPath",
"PropertyEditor",
"ToolMenus",
"ToolWidgets",
"ApplicationCore",
"DeveloperSettings"
}
);
PrivateIncludePathModuleNames.AddRange(new string[] {
"MessageLog",
});
PrivateIncludePaths.AddRange(new string[] {
System.IO.Path.Combine(GetModuleDirectory("PropertyEditor"), "Private"),
});
}
}
}