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