Files
UnrealEngineUWP/Engine/Source/Editor/LevelEditor/LevelEditor.Build.cs
Michael Schoell 9fd1163ee6 Can now modify the Game Mode for the Project Settings from the Blueprints menu on the editor toolbar as well as for the World Settings.
Will help the user checkout/force writable on required config file for editing.

[CL 2299487 by Michael Schoell in Main branch]
2014-09-16 10:40:34 -04:00

85 lines
1.6 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LevelEditor : ModuleRules
{
public LevelEditor(TargetInfo Target)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetTools",
"Kismet",
"MainFrame",
"PlacementMode",
"ReferenceViewer",
"IntroTutorials"
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
"Settings",
"UserFeedback",
"IntroTutorials"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Analytics",
"Core",
"CoreUObject",
"DesktopPlatform",
"InputCore",
"Slate",
"SlateCore",
"SlateReflector",
"EditorStyle",
"Engine",
"MessageLog",
"NewsFeed",
"SourceControl",
"StatsViewer",
"UnrealEd",
"RenderCore",
"DeviceProfileServices",
"ContentBrowser",
"SceneOutliner",
"ActorPickerMode",
"RHI",
"Projects",
"TargetPlatform",
"EngineSettings",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"PropertyEditor",
"SceneOutliner",
"ClassViewer",
"DeviceManager",
"SettingsEditor",
"SessionFrontend",
"AutomationWindow",
"Layers",
"Levels",
"WorldBrowser",
"TaskBrowser",
"EditorWidgets",
"AssetTools",
"WorkspaceMenuStructure",
"NewLevelDialog",
"DeviceProfileEditor",
"DeviceProfileServices",
"PlacementMode",
"UserFeedback",
"ReferenceViewer",
"IntroTutorials"
}
);
}
}