Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponentsEditorOnly/ModelingComponentsEditorOnly.Build.cs
michael balzer a49c74b915 MeshModelingToolset: Move ModelingOperators and ModelingOperatorsEditorOnly modules out of experimental plugin
#jira UETOOL-3823
#rb lonnie.li
#preflight 617b1aea5794a500014f544a

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17972256 by michael balzer in ue5-release-engine-test branch]
2021-10-28 19:47:45 -04:00

78 lines
1.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingComponentsEditorOnly : ModuleRules
{
public ModelingComponentsEditorOnly(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",
"MeshDescription",
"StaticMeshDescription",
"GeometryCore",
"GeometryFramework",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"ModelingOperators",
"ModelingComponents"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"BSPUtils",
"CoreUObject",
"Engine",
"InputCore",
"RenderCore",
"PhysicsCore",
"Slate",
"RHI",
"AssetTools",
"UnrealEd" // required for asset factories
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"OpenSubdiv", // currently Win64-only
}
);
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}