Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingToolsEditorOnly/MeshModelingToolsEditorOnly.Build.cs
michael balzer ddb9ec621b MeshModelingToolset: Move AutoUV tool into new non-experimental MeshModelingToolsEditorOnly module
#preflight 61f870f2a6632a34f35e5fc0

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 18801534 in //UE5/Release-5.0/... via CL 18802099 via CL 18821513
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18821595 by michael balzer in ue5-main branch]
2022-02-02 01:43:50 -05:00

56 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MeshModelingToolsEditorOnly : ModuleRules
{
public MeshModelingToolsEditorOnly(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[]
{
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[]
{
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"InteractiveToolsFramework",
"GeometryCore",
"MeshModelingTools",
"ModelingComponents",
"ModelingOperatorsEditorOnly",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}