You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Added concept of "default" engine profile (can be reset but not deleted) - Added support for setting Show Flags from profile in animation viewports - Added profile dropdown to animation viewport - Skin paint tool now swaps to "Edit" mode and restores prior mode on Shutdown() #rb halfdan.ingvarsson #JIRA UE-200072 [CL 33118947 by kiaran ritchie in ue5-main branch]
71 lines
1.5 KiB
C#
71 lines
1.5 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using UnrealBuildTool;
|
|
|
|
public class MeshModelingToolsEditorOnlyExp : ModuleRules
|
|
{
|
|
public MeshModelingToolsEditorOnlyExp(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",
|
|
"SkeletalMeshDescription",
|
|
"GeometryCore",
|
|
"GeometryFramework",
|
|
"DynamicMesh",
|
|
"MeshConversion",
|
|
"MeshModelingTools",
|
|
"MeshModelingToolsExp",
|
|
"ModelingComponents",
|
|
"ModelingComponentsEditorOnly",
|
|
"ModelingOperators",
|
|
"ModelingOperatorsEditorOnly",
|
|
"SkeletalMeshUtilitiesCommon",
|
|
"SkeletalMeshModifiers"
|
|
// ... add other public dependencies that you statically link with here ...
|
|
}
|
|
);
|
|
|
|
PrivateDependencyModuleNames.AddRange(
|
|
new string[]
|
|
{
|
|
"BSPUtils",
|
|
"CoreUObject",
|
|
"Engine",
|
|
"RenderCore",
|
|
"InputCore",
|
|
"UnrealEd",
|
|
"Persona",
|
|
"AdvancedPreviewScene"
|
|
// ... add private dependencies that you statically link with here ...
|
|
}
|
|
);
|
|
|
|
DynamicallyLoadedModuleNames.AddRange(
|
|
new string[]
|
|
{
|
|
// ... add any modules that your module loads dynamically here ...
|
|
}
|
|
);
|
|
}
|
|
} |