Files
UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/VirtualTexturingEditor.Build.cs
jeremy moore 9c34822858 Added runtime virtual texture asset action "Fix Material Usage"
This fixes all dependent materials to match the selected runtime virtual texture asset material layout
Useful when changing  RVT layout in a big project


#ROBOMERGE-SOURCE: CL 8981461 via CL 8981465 via CL 8981471
#ROBOMERGE-BOT: (v441-8974111)

[CL 8981476 by jeremy moore in Main branch]
2019-09-23 13:48:03 -04:00

47 lines
975 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class VirtualTexturingEditor : ModuleRules
{
public VirtualTexturingEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("Editor/VirtualTexturingEditor/Private");
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetRegistry",
"AssetTools",
"ContentBrowser",
"DesktopPlatform",
"MainFrame",
"Renderer",
"UnrealEd",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"AssetRegistry",
"ContentBrowser",
"Core",
"CoreUObject",
"DesktopPlatform",
"DesktopWidgets",
"EditorStyle",
"Engine",
"InputCore",
"MaterialEditor",
"PlacementMode",
"PropertyEditor",
"RenderCore",
"Renderer",
"RHI",
"Slate",
"SlateCore",
"UnrealEd",
}
);
}
}