Files
UnrealEngineUWP/Engine/Source/Editor/LevelAssetEditor/LevelAssetEditor.Build.cs
brooke hubert f0e18418a4 Move AssetPlacementEdMode to experimental plugin from editor module
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]
2022-01-18 23:21:17 -05:00

64 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LevelAssetEditor : ModuleRules
{
public LevelAssetEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"EditorInteractiveToolsFramework",
"InteractiveToolsFramework",
"ToolMenus",
"TypedElementFramework",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Projects",
"InputCore",
"EditorFramework",
"UnrealEd",
"ToolMenus",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"EditorStyle",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}