Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/DetailCustomizations.Build.cs
Terence Burns 14cb541a13 Config Editor added to UE4.
We now have the capacity to set a uproperty value anywhere in the config file hierarchy

Satisfies UEPLAT-429

The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.

[CL 2521330 by Terence Burns in Main branch]
2015-04-22 13:40:06 -04:00

70 lines
1.5 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class DetailCustomizations : ModuleRules
{
public DetailCustomizations(TargetInfo Target)
{
PrivateIncludePaths.Add("Editor/DetailCustomizations/Private"); // For PCH includes (because they don't work with relative paths, yet)
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"DesktopWidgets",
"Engine",
"Landscape",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"UnrealEd",
"EditorWidgets",
"KismetWidgets",
"SharedSettingsWidgets",
"ContentBrowser",
"BlueprintGraph",
"AnimGraph",
"PropertyEditor",
"LevelEditor",
"DesktopPlatform",
"ClassViewer",
"TargetPlatform",
"ExternalImagePicker",
"MoviePlayer",
"SourceControl",
"InternationalizationSettings",
"SourceCodeAccess",
"RHI",
"MediaAssets",
"HardwareTargeting",
"SharedSettingsWidgets",
"AIModule",
"MeshUtilities",
"ConfigEditor",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Engine",
"Media",
"Landscape",
"LandscapeEditor",
"PropertyEditor",
"GameProjectGeneration",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"Layers",
"PropertyEditor",
"GameProjectGeneration",
}
);
}
}