Files
UnrealEngineUWP/Engine/Source/Developer/ToolWidgets/ToolWidgets.Build.cs
aditya ravichandran 53360c9ff0 Refactor SFilterList in the Content Browser into more globally usable Filter Widgets
SBasicFilterBar in ToolWidgets is the most generic filter bar, usable in non editor buillds as well
SAssetFilterBar in EditorWidgets is a complex filter bar with support for the built in asset filters from the content browser
SFilterBar in EditorWidgets is the most convinient filter bar to use in editor if you want asset filters and custom filters

#jira UE-151904
#rbJulien.StJean, jamie.dale
#preflight 628ba0da693c5e1de27cbc30

#ROBOMERGE-OWNER: aditya.ravichandran
#ROBOMERGE-AUTHOR: aditya.ravichandran
#ROBOMERGE-SOURCE: CL 20330320 via CL 20337158 via CL 20338269 via CL 20338595
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)

[CL 20340436 by aditya ravichandran in ue5-main branch]
2022-05-23 18:18:06 -04:00

37 lines
725 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ToolWidgets : ModuleRules
{
public ToolWidgets(ReadOnlyTargetRules Target) : base(Target)
{
/** NOTE: THIS MODULE SHOULD NOT EVER DEPEND ON UNREALED.
* If you are adding a reusable widget that depends on UnrealEd, add it to EditorWidgets instead
*/
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Slate",
"SlateCore",
"InputCore",
"ToolMenus",
"CoreUObject"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"ApplicationCore"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Developer/ToolWidgets/Private",
}
);
}
}