Files
UnrealEngineUWP/Engine/Source/Editor/AnimationBlueprintEditor/AnimationBlueprintEditor.Build.cs
Rex Hill bcb359421f Converted toolbars for Blueprint and Play buttons
#rb lauren.barnes

[CL 9617876 by Rex Hill in Dev-Editor branch]
2019-10-16 10:59:28 -04:00

66 lines
1.5 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AnimationBlueprintEditor : ModuleRules
{
public AnimationBlueprintEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("Editor/AnimationBlueprintEditor/Private"); // For PCH includes (because they don't work with relative paths, yet)
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetRegistry",
"MainFrame",
"DesktopPlatform",
"SkeletonEditor",
"ContentBrowser",
"AssetTools",
"AnimationEditor",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"Slate",
"SlateCore",
"EditorStyle",
"Engine",
"UnrealEd",
"GraphEditor",
"InputCore",
"KismetWidgets",
"AnimGraph",
"PropertyEditor",
"EditorWidgets",
"BlueprintGraph",
"RHI",
"KismetCompiler",
"ToolMenus",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"ContentBrowser",
"Documentation",
"MainFrame",
"DesktopPlatform",
"SkeletonEditor",
"AssetTools",
"AnimationEditor",
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Kismet",
"Persona",
}
);
}
}