Files
UnrealEngineUWP/Engine/Source/Developer/OutputLog/OutputLog.Build.cs
zach brockway 1a72acf10d Output Log: Refactor Settings dropdown menu to use UToolMenu to enable customization.
#jira UE-200067
#rb Dominik.Peacock, jason.walter

[CL 30674888 by zach brockway in ue5-main branch]
2024-01-17 18:48:52 -05:00

52 lines
1.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class OutputLog : ModuleRules
{
public OutputLog(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject", // @todo Mac: for some reason it's needed to link in debug on Mac
"InputCore",
"Slate",
"SlateCore",
"TargetPlatform",
"DesktopPlatform",
"ToolWidgets",
"ToolMenus",
}
);
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"StatusBar",
"UnrealEd",
}
);
}
if (Target.bBuildEditor || Target.bBuildDeveloperTools)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
"WorkspaceMenuStructure",
}
);
}
if (Target.bCompileAgainstEngine)
{
// Required for output log drawer in editor / engine builds.
PrivateDependencyModuleNames.Add("Engine");
}
UnsafeTypeCastWarningLevel = WarningLevel.Error;
}
}