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Also removed the editor setting and moved the visibility of the mode to be tied to the SM instance elements enabled cvar. #preflight 61e1f6434b4bd12cbee8e6ca #Jira UE-139111 UETOOL-4862 #rb lauren.barnes #ROBOMERGE-AUTHOR: brooke.hubert #ROBOMERGE-SOURCE: CL 18654845 in //UE5/Release-5.0/... via CL 18654862 via CL 18654874 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592) [CL 18654891 by brooke hubert in ue5-main branch]
64 lines
1.2 KiB
C#
64 lines
1.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class LevelAssetEditor : ModuleRules
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{
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public LevelAssetEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"EditorInteractiveToolsFramework",
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"InteractiveToolsFramework",
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"ToolMenus",
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"TypedElementFramework",
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"Projects",
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"InputCore",
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"EditorFramework",
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"UnrealEd",
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"ToolMenus",
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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"EditorStyle",
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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