Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingToolsEditorOnly/MeshModelingToolsEditorOnly.Build.cs
JeanMichel Dignard 84facd6d15 Copy from dev-enterprise cl 11097196
#rb none
#rnx

[CL 11099277 by JeanMichel Dignard in Dev-Tools-Staging branch]
2020-01-23 16:28:59 -05:00

76 lines
1.8 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",
"MeshDescription",
"StaticMeshDescription",
"GeometricObjects",
"DynamicMesh",
"MeshConversion",
"MeshModelingTools",
"MeshSolverUtilities",
"ModelingComponents",
"ModelingOperators",
"ModelingOperatorsEditorOnly",
"ProxyLODMeshReduction", // currently required to be public due to IVoxelBasedCSG API
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"RenderCore",
"RHI",
"InputCore",
"MeshUtilities", // temp for saving mesh asset
"UnrealEd",
"MeshBuilder",
"MeshUtilitiesCommon",
"MeshReductionInterface", // for UE4 standard simplification
"ProxyLODMeshReduction", // for mesh merging voxel-based csg
//"Slate",
//"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}