Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/PropertyEditor.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

77 lines
1.8 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PropertyEditor : ModuleRules
{
public PropertyEditor(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"UnrealEd",
"ActorPickerMode",
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
"IntroTutorials"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/PropertyEditor/Private",
"Editor/PropertyEditor/Private/Presentation",
"Editor/PropertyEditor/Private/Presentation/PropertyTable",
"Editor/PropertyEditor/Private/Presentation/PropertyEditor",
"Editor/PropertyEditor/Private/Presentation/PropertyDetails",
"Editor/PropertyEditor/Private/UserInterface",
"Editor/PropertyEditor/Private/UserInterface/PropertyTable",
"Editor/PropertyEditor/Private/UserInterface/PropertyEditor",
"Editor/PropertyEditor/Private/UserInterface/PropertyTree",
"Editor/PropertyEditor/Private/UserInterface/PropertyDetails",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
"AssetRegistry",
"AssetTools",
"ClassViewer",
"ContentBrowser",
"ConfigEditor",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"EditorStyle",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorWidgets",
"Documentation",
"RHI",
"ConfigEditor",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetRegistry",
"AssetTools",
"ClassViewer",
"ContentBrowser",
"Documentation",
"MainFrame",
}
);
}
}