Files
UnrealEngineUWP/Engine/Source/Developer/LocalizationService/LocalizationService.Build.cs
brooke hubert 48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00

52 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LocalizationService : ModuleRules
{
public LocalizationService(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("Developer/LocalizationService/Private");
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
}
);
if (!Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Slate",
"SlateCore",
"EditorStyle"
}
);
}
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"UnrealEd",
"PropertyEditor",
}
);
}
if (Target.bBuildDeveloperTools)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"MessageLog",
}
);
}
}
}