Files
UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptEditorPlugin/ScriptEditorPlugin.Build.cs
brooke hubert 48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00

57 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class ScriptEditorPlugin : ModuleRules
{
public ScriptEditorPlugin(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
//"Programs/UnrealHeaderTool/Public",
// ... add other public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EditorFramework",
"UnrealEd",
"AssetTools",
"ScriptPlugin",
"ClassViewer",
"KismetCompiler",
"Kismet",
"BlueprintGraph"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
}