Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/DetailCustomizations.Build.cs
Steve Robb 7661666dcb Error when a module is both a dependency and dynamically loaded.
Fixes for lots of existing modules by removing all dynamically loaded duplicates (this is probably not the correct solution, but is the safest).

#codereview robert.manuszewski

[CL 2610845 by Steve Robb in Main branch]
2015-07-06 05:46:20 -04:00

70 lines
1.6 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class DetailCustomizations : ModuleRules
{
public DetailCustomizations(TargetInfo Target)
{
PrivateIncludePaths.Add("Editor/DetailCustomizations/Private"); // For PCH includes (because they don't work with relative paths, yet)
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"DesktopWidgets",
"Engine",
"Landscape",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"UnrealEd",
"EditorWidgets",
"KismetWidgets",
"SharedSettingsWidgets",
"ContentBrowser",
"BlueprintGraph",
"AnimGraph",
"PropertyEditor",
"LevelEditor",
"DesktopPlatform",
"ClassViewer",
"TargetPlatform",
"ExternalImagePicker",
"MoviePlayer",
"SourceControl",
"InternationalizationSettings",
"SourceCodeAccess",
"RHI",
"MediaAssets",
"HardwareTargeting",
"SharedSettingsWidgets",
"LightPropagationVolumeRuntime",
"AIModule",
"MeshUtilities",
"ConfigEditor",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Engine",
"Media",
"Landscape",
"LandscapeEditor",
"PropertyEditor",
"GameProjectGeneration",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"Layers",
"GameProjectGeneration",
}
);
}
}