Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/AnimGraph.Build.cs
lucas dower cd359e7a41 Add editor option to hide long list of enum blueprint actions in the ABP editor.
* Replaced with a single "Blend poses by enum" node that has an unbound enum.
* The property window now shows the bound enum and can be modified

#jira UE-222969
#rb Thomas.Sarkanen

[CL 36298004 by lucas dower in 5.5 branch]
2024-09-16 06:57:32 -04:00

58 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class AnimGraph : ModuleRules
{
public AnimGraph(ReadOnlyTargetRules Target) : base(Target)
{
OverridePackageType = PackageOverrideType.EngineDeveloper;
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"Slate",
"AnimGraphRuntime",
"BlueprintGraph",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"InputCore",
"SlateCore",
"EditorFramework",
"UnrealEd",
"GraphEditor",
"PropertyEditor",
"ContentBrowser",
"KismetWidgets",
"ToolMenus",
"KismetCompiler",
"Kismet",
"EditorWidgets",
"ToolWidgets",
"AnimationEditMode",
"DeveloperSettings"
}
);
CircularlyReferencedDependentModules.AddRange(
new string[] {
"UnrealEd",
"GraphEditor",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AnimationBlueprintEditor",
}
);
}
}