Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/GraphEditor.Build.cs
bruce nesbit 5057e73315 Created a metadata type that details blueprint information for the tutorial widgets.
Revised the variable node and base node to populate and insert such a tag.

[CL 2282878 by bruce nesbit in Main branch]
2014-09-03 08:26:29 -04:00

64 lines
1.3 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class GraphEditor : ModuleRules
{
public GraphEditor(TargetInfo Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/GraphEditor/Private",
"Editor/GraphEditor/Private/AnimationPins",
"Editor/GraphEditor/Private/AnimationStateNodes",
"Editor/GraphEditor/Private/KismetNodes",
"Editor/GraphEditor/Private/KismetPins",
"Editor/GraphEditor/Private/MaterialNodes",
"Editor/GraphEditor/Private/MaterialPins",
"Editor/GraphEditor/Private/SoundNodes",
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
"IntroTutorials"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"EditorWidgets"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"UnrealEd",
"AssetRegistry",
"KismetWidgets",
"BlueprintGraph",
"AnimGraph",
"Documentation",
"RenderCore",
"RHI",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"ContentBrowser",
"Documentation",
"EditorWidgets"
}
);
}
}