Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/EngineAssetDefinitions.Build.cs
dan oconnor bce10e7dbd Improve text diff for maps
#rb justin.hare
[RN] Diffing umap assets now provides a more useful text representation of the map, rather than an empty T3D object

[CL 35983658 by dan oconnor in ue5-main branch]
2024-09-03 17:29:48 -04:00

87 lines
1.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class EngineAssetDefinitions : ModuleRules
{
public EngineAssetDefinitions(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PublicIncludePathModuleNames.AddRange(
new string[]
{
"SkeletalMeshEditor",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"ApplicationCore",
"ContentBrowser",
"ContentBrowserData",
"JsonObjectGraph",
"AssetDefinition",
"UnrealEd",
"ToolMenus",
"CoreUObject",
"RHI",
"Engine",
"AssetRegistry",
"AssetTools",
"SlateCore",
"InputCore",
"Slate",
"Kismet",
"DesktopPlatform",
"Foliage",
"Landscape",
"PhysicsCore",
"Kismet",
"GameProjectGeneration",
"AnimationBlueprintEditor",
"ToolWidgets",
"SourceControl",
"Blutility",
"UMGEditor",
"ToolWidgets",
"BlueprintGraph"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"VirtualTexturingEditor",
"CurveAssetEditor",
"StaticMeshEditor",
"TextureEditor",
"MaterialEditor",
"PhysicsAssetEditor",
"FontEditor",
"DataTableEditor",
"CurveTableEditor",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"VirtualTexturingEditor",
"CurveAssetEditor",
"StaticMeshEditor",
"TextureEditor",
"MaterialEditor",
"PhysicsAssetEditor",
"FontEditor",
"DataTableEditor",
"CurveTableEditor",
}
);
}
}