Files
UnrealEngineUWP/Engine/Plugins/Runtime/AudioModulation/Source/AudioModulationEditor/AudioModulationEditor.build.cs
rob gay b66ba3f89d Publish Modulation
- Fix thread safety issues
- Fix auto-activation/deactivation in early form (WIP: Need to add source counting.  Realized needs a refactor and cannot rely on source ids.  Virtualized sources should be able to act as a "source" in count)
#rb none


#ROBOMERGE-SOURCE: CL 8213940 via CL 8227093
#ROBOMERGE-BOT: (v401-8057353)

[CL 8227596 by rob gay in Main branch]
2019-08-23 11:09:36 -04:00

34 lines
636 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioModulationEditor : ModuleRules
{
public AudioModulationEditor(ReadOnlyTargetRules Target) : base(Target)
{
OptimizeCode = CodeOptimization.Never;
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"UnrealEd",
"PropertyEditor",
"SequenceRecorder",
"Slate",
"SlateCore",
"AudioEditor",
"AudioModulation",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"AudioModulationEditor/Private",
"AudioModulation/Private"
}
);
}
}