Files
UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/Source/PolygonModeling/PolygonModeling.Build.cs
Mike Fricker 82d7ab588d Mesh Editor extensibility (phase 3)
- Inset Polygon and Bevel Polygon have been migrated to a new module
- Mesh editing actions that require custom logic before starting a drag can now be built in external modules
- Added 'FindEditableMesh' for cases where we are expecting a mesh to be cached already
- Added 'IsMeshElementSelected' and replaced some uses of 'GetSelectedMeshElementIndex'
- Some additional features for MeshEditorMode have been made public to allow for this.  For example, the currently hovered mesh element can now be queried using 'GetHoveredMeshElement'
- Renamed 'TessellatePolygons' to 'TessellatePolygon' for consistency
- A few bug fixes to previous extensibility checkin

#codereview richard.talbotwatkin
#rb none

[CL 3371559 by Mike Fricker in Dev-Geometry branch]
2017-03-30 10:05:26 -04:00

25 lines
508 B
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class PolygonModeling : ModuleRules
{
public PolygonModeling(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Slate",
"Engine",
"InputCore",
"UnrealEd",
"MeshEditingRuntime",
"MeshEditor",
"SlateCore",
"ViewportInteraction"
}
);
}
}
}