Files
UnrealEngineUWP/Engine/Source/Editor/LocalizationDashboard/LocalizationDashboard.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

65 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LocalizationDashboard : ModuleRules
{
public LocalizationDashboard(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"PropertyEditor",
"Localization"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"Slate",
"SlateCore",
"InputCore",
"EditorFramework",
"UnrealEd",
"EditorStyle",
"DesktopPlatform",
"TranslationEditor",
"MainFrame",
"SourceControl",
"SharedSettingsWidgets",
"Localization",
"LocalizationCommandletExecution",
"LocalizationService",
"InternationalizationSettings",
"ToolMenus",
}
);
PrivateIncludePaths.AddRange(
new string[]
{
"Editor/LocalizationDashboard/Private",
}
);
PublicIncludePaths.AddRange(
new string[]
{
"Editor/LocalizationDashboard/Public",
}
);
CircularlyReferencedDependentModules.AddRange(
new string[] {
"LocalizationService",
"MainFrame",
"TranslationEditor"
}
);
}
}