Files
UnrealEngineUWP/Engine/Source/Editor/AddContentDialog/AddContentDialog.Build.cs
Ben Marsh b4db61014b [INTEGRATE] Change 2421922 by bruce.nesbit@bnesbit_Releases on 2015/01/28 05:46:59
Added message to indicate compiling is going to happen when importing code FP. Also made code wait until its complete
	Added provision for focus on a specifc asset after adding a feature pack
	Revised class type names in feature pack manifests.

[CL 2425812 by Ben Marsh in Main branch]
2015-01-30 10:48:17 -05:00

59 lines
1.1 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AddContentDialog : ModuleRules
{
public AddContentDialog(TargetInfo Target)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetTools",
"ContentBrowser",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"Slate",
"SlateCore",
"InputCore",
"Json",
"EditorStyle",
"DirectoryWatcher",
"DesktopPlatform",
"PakFile",
"ImageWrapper",
"UnrealEd",
"CoreUObject"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"WidgetCarousel"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/AddContentDialog/Private",
"Editor/AddContentDialog/Private/ViewModels",
"Editor/AddContentDialog/Private/ContentSourceProviders/AssetPack",
"Editor/AddContentDialog/Private/ContentSourceProviders/FeaturePack",
}
);
}
}