Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingToolsEditorOnly/MeshModelingToolsEditorOnly.Build.cs
halfdan ingvarsson b170b32087 Add support for converting mesh description with skin weights to/from dynamic mesh and topological editing of dynamic meshes, with skin weights that properly handle weight distribution under split/collapse.
#jira UE-93689
#rb jimmy.andrews, david.hill
#preflight 6092079559592e00013e4aed
#rnx

[CL 16202781 by halfdan ingvarsson in ue5-main branch]
2021-05-04 23:49:23 -04:00

80 lines
1.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MeshModelingToolsEditorOnly : ModuleRules
{
public MeshModelingToolsEditorOnly(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"SkeletalMeshDescription",
"GeometricObjects",
"DynamicMesh",
"MeshConversion",
"MeshModelingTools",
"ModelingComponents",
"ModelingOperators",
"ModelingOperatorsEditorOnly",
"ProxyLODMeshReduction", // currently required to be public due to IVoxelBasedCSG API
// ... add other public dependencies that you statically link with here ...
"HairStrandsCore" // required for Hair toolset
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"RenderCore",
"RHI",
"InputCore",
"MeshUtilities", // tangents calculation
"EditorFramework",
"UnrealEd",
"MeshBuilder",
"MeshUtilitiesCommon",
"MeshReductionInterface", // for UE standard simplification
"ProxyLODMeshReduction", // for mesh merging voxel-based csg
"OpenSubdiv",
//"Slate",
//"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}