Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/GameplayDebugger.Build.cs
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

69 lines
2.1 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class GameplayDebugger : ModuleRules
{
public GameplayDebugger(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Developer/GameplayDebugger/Public",
"Developer/AIModule/Public",
"Developer/Settings/Public",
"Runtime/GameplayAbilities/Public",
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Developer/GameplayDebugger/Private",
"Runtime/Engine/Private",
"Runtime/AIModule/Private",
// ... add other private include paths required here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"InputCore",
"Engine",
"RenderCore",
"RHI",
"ShaderCore",
"Settings",
"AIModule", // it have to be here for now. It'll be changed to remove any dependency to AIModule in future
// @todo do we really need to include these two? Maybe a smart interface would help here?
"GameplayTasks",
"GameplayAbilities",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
if (UEBuildConfiguration.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("UnrealEd");
PrivateDependencyModuleNames.Add("LevelEditor");
PrivateDependencyModuleNames.Add("Slate");
PublicIncludePaths.Add("Editor/LevelEditor/Public");
}
if (UEBuildConfiguration.bCompileRecast)
{
PrivateDependencyModuleNames.Add("Navmesh");
}
}
}
}