Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/EnvironmentQueryEditor.Build.cs
Jamie Dale 9968a0a15c Some workflow and performance improvements for behavior trees and environmental queries
UETOOL-293 - Behavior Tree Editor is sluggish

- Made the behavior tree and environmental query pins larger so they're easier to grab.
- Adjusted the node padding so that we don't add the padding for the pins when there aren't any pins.
- Added lodding so that node elements are culled out as you zoom out (to improve performance).
- Fixed connections being culled when they were still visible.

[CL 2528547 by Jamie Dale in Main branch]
2015-04-28 11:13:20 -04:00

57 lines
1.2 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class EnvironmentQueryEditor : ModuleRules
{
public EnvironmentQueryEditor(TargetInfo Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/GraphEditor/Private",
"Editor/AIGraph/Private",
"Editor/EnvironmentQueryEditor/Private",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetRegistry",
"AssetTools",
"PropertyEditor"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"InputCore",
"Engine",
"RenderCore",
"Slate",
"SlateCore",
"EditorStyle",
"UnrealEd",
"MessageLog",
"GraphEditor",
"KismetWidgets",
"PropertyEditor",
"AnimGraph",
"BlueprintGraph",
"AIGraph",
"AIModule",
}
);
PublicIncludePathModuleNames.Add("LevelEditor");
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"WorkspaceMenuStructure",
"PropertyEditor"
}
);
}
}