Files
UnrealEngineUWP/Engine/Plugins/Runtime/AudioModulation/Source/AudioModulationEditor/AudioModulationEditor.build.cs
Rob Gay c6113e2388 From prior CL just broken out:
- Enable ability to lazy load type data for MetaSound PinType editor data
    - Utilize ability for Modulation types
- Remove Editor Frontend Class Metadata in favor of direct access from FrontendRegistry
#rb helen.yang
#jira UE-147220
#preflight 629699a988749bbb83add140

[CL 20444556 by Rob Gay in ue5-main branch]
2022-05-31 19:43:02 -04:00

59 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioModulationEditor : ModuleRules
{
// Set this to false & disable MetaSound plugin dependency
// by setting MetaSound's field '"Enabled": false' in the
// AudioModulation.uplugin if running Modulation without
// MetaSound support.
public static bool bIncludeMetaSoundSupport = true;
public AudioModulationEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"EditorFramework",
"GameProjectGeneration",
"UnrealEd",
"PropertyEditor",
"SequenceRecorder",
"Slate",
"SlateCore",
"InputCore",
"AudioEditor",
"AudioExtensions",
"AudioModulation",
"CurveEditor",
"EditorWidgets",
"ToolWidgets",
}
);
PrivateIncludePaths.AddRange(
new string[]
{
"AudioModulationEditor/Private",
"AudioModulation/Private"
}
);
if (bIncludeMetaSoundSupport)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"MetasoundGraphCore",
"MetasoundFrontend",
"MetasoundEditor"
}
);
}
}
}