Files
UnrealEngineUWP/Engine/Plugins/Experimental/PythonScriptPlugin/Source/PythonScriptPlugin/PythonScriptPlugin.Build.cs
Jamie Dale 47d89a1e16 Added a Blueprint node for calling Python with args
This allows people to create a Blueprint node that can define a blob of literal Python script, along with wildcard inputs and outputs to be used by the script itself.

The node takes care of marshalling data in and out of the Python script, and allows people to invoke custom Python from Blueprints without relying on Python generated BPFL types.

#jira UE-84932
#rb Dan.OConnor

[CL 10421545 by Jamie Dale in Dev-Editor branch]
2019-11-25 14:20:28 -05:00

56 lines
994 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
namespace UnrealBuildTool.Rules
{
public class PythonScriptPlugin : ModuleRules
{
public PythonScriptPlugin(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Analytics",
"AssetRegistry",
"Projects",
"Python",
"Slate",
"SlateCore",
"InputCore",
"Sockets",
"Networking",
"Json",
}
);
if (Target.bBuildEditor == true)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"ToolMenus"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"DesktopPlatform",
"EditorStyle",
"LevelEditor",
"UnrealEd",
"EditorSubsystem",
"BlueprintGraph",
"KismetCompiler",
}
);
}
}
}
}