Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/BlueprintGraph.Build.cs
michael noland 6eb87c05e5 Moved BaseClassesToAllowRecompilingDuringPlayInEditor from experimental to *both* blueprint project settings and blueprint editor preferences (so it can be enabled for everyone in a given project for safe base classes as well as the existing 'local power user' cases)
- Also got rid of the loaded class cache in favor of a cached state for just opened BP editors that gets invalidated when settings are edited or the BP is (directly) reparented
#jira UE-81056
#rb marc.audy
#preflight 61e0aa1b6e49801093696899

#ROBOMERGE-AUTHOR: michael.noland
#ROBOMERGE-SOURCE: CL 18609404 in //UE5/Release-5.0/... via CL 18609465 via CL 18609499
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18609551 by michael noland in ue5-main branch]
2022-01-13 18:38:06 -05:00

57 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class BlueprintGraph : ModuleRules
{
public BlueprintGraph(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/BlueprintGraph/Private",
"Editor/KismetCompiler/Public",
}
);
OverridePackageType = PackageOverrideType.EngineDeveloper;
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"EditorStyle",
"EditorSubsystem",
"DeveloperSettings"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorStyle",
"KismetCompiler",
"EditorFramework",
"UnrealEd",
"GraphEditor",
"SlateCore",
"Kismet",
"KismetWidgets",
"PropertyEditor",
"ToolMenus",
}
);
CircularlyReferencedDependentModules.AddRange(
new string[] {
"KismetCompiler",
"UnrealEd",
"GraphEditor",
"Kismet",
}
);
}
}