Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/LevelSequence.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

48 lines
830 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LevelSequence : ModuleRules
{
public LevelSequence(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("Runtime/LevelSequence/Private");
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"MovieScene",
"MovieSceneTracks",
"TimeManagement",
"UMG",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"MediaAssets",
}
);
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"ActorPickerMode",
"EditorFramework",
"PropertyEditor",
"UnrealEd"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"SceneOutliner"
}
);
}
}
}