Files
UnrealEngineUWP/Engine/Source/Developer/SourceControl/SourceControl.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

63 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class SourceControl : ModuleRules
{
public SourceControl(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("Developer/SourceControl/Private");
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"InputCore",
}
);
PublicDefinitions.Add("SOURCE_CONTROL_WITH_SLATE=1");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Slate",
"SlateCore",
"EditorStyle"
}
);
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"Engine",
"UnrealEd",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetTools"
}
);
CircularlyReferencedDependentModules.Add("UnrealEd");
}
if (Target.bBuildDeveloperTools)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"MessageLog",
}
);
}
if (Target.Configuration != UnrealTargetConfiguration.Shipping)
{
PrecompileForTargets = PrecompileTargetsType.Any;
}
}
}