Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/EngineAssetDefinitions.Build.cs
dave belanger b19f158551 Hide "Convert to Different DataAsset Type" menu if none of the selected asset can be edited
#rb Rex.Hill
#preflight 63d2ece5be1970f882b926ce

[CL 23889504 by dave belanger in ue5-main branch]
2023-01-27 14:51:32 -05:00

72 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class EngineAssetDefinitions : ModuleRules
{
public EngineAssetDefinitions(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"ContentBrowser",
"ContentBrowserData",
"AssetDefinition",
"UnrealEd",
"ToolMenus",
"CoreUObject",
"RHI",
"Engine",
"AssetRegistry",
"AssetTools",
"SlateCore",
"InputCore",
"Slate",
"Kismet",
"DesktopPlatform",
"Foliage",
"Landscape",
"PhysicsCore",
"Kismet",
"GameProjectGeneration",
"AnimationBlueprintEditor"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"VirtualTexturingEditor",
"CurveAssetEditor",
"StaticMeshEditor",
"TextureEditor",
"MaterialEditor",
"PhysicsAssetEditor",
"FontEditor",
"DataTableEditor",
"CurveTableEditor",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"VirtualTexturingEditor",
"CurveAssetEditor",
"StaticMeshEditor",
"TextureEditor",
"MaterialEditor",
"PhysicsAssetEditor",
"FontEditor",
"DataTableEditor",
"CurveTableEditor",
}
);
}
}