Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponentsEditorOnly/ModelingComponentsEditorOnly.Build.cs
Ryan Schmidt c3c459d75d ModelingComponents: Move SubdividePoly to ModelingComponentsEditorOnly. Need this to be able to apply SubD in other contexts.
#rb tyson.brochu
#rnx
#jira none
#preflight 60be56c8883e7f00015ed9ad

[CL 16577012 by Ryan Schmidt in ue5-main branch]
2021-06-07 16:29:48 -04:00

70 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingComponentsEditorOnly : ModuleRules
{
public ModelingComponentsEditorOnly(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",
"GeometryCore",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"ModelingOperators",
"ModelingComponents"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"InputCore",
"RenderCore",
"PhysicsCore",
"RHI",
"OpenSubdiv",
"AssetTools",
"UnrealEd" // required for asset factories
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}