Files
UnrealEngineUWP/Engine/Source/Editor/IntroTutorials/IntroTutorials.Build.cs
Michael Noland b6e9810498 Editor: Convert IntroTutorials to a module so other plugins can reference it
[CL 2116088 by Michael Noland in Main branch]
2014-06-24 20:14:23 -04:00

57 lines
1.3 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class IntroTutorials : ModuleRules
{
public IntroTutorials(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject", // @todo Mac: for some reason CoreUObject and Engine are needed to link in debug on Mac
"Engine", // @todo Mac: for some reason CoreUObject and Engine are needed to link in debug on Mac
"InputCore",
"Slate",
"EditorStyle",
"Documentation",
"GraphEditor",
"BlueprintGraph",
"MessageLog"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/IntroTutorials/Private",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"UnrealEd",
"Kismet",
"PlacementMode",
"SlateCore",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
"TargetPlatform",
"TargetDeviceServices",
"LauncherServices",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"Documentation",
"MainFrame",
"LauncherServices",
}
);
}
}
}