Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryCollectionPlugin/Source/GeometryCollectionEditor/GeometryCollectionEditor.Build.cs
steven dao e81115377e Move selection-related commands from Level Editor's actor context menu to a Select top-level menu
The old context menu previously only showed relevant commands, but the new top-level menu always shows all commands,
disabling irrelevant ones. I've moved that logic into the commands' CanExecute callback in order to have them
properly enable/disable when available/unavailable.

#jira UETOOL-2796
#rb louise.rasmussen
#preflight 614a56cab4b2fb0001b085c3

#ROBOMERGE-AUTHOR: steven.dao
#ROBOMERGE-SOURCE: CL 17590040 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17590056 by steven dao in ue5-release-engine-test branch]
2021-09-21 19:34:46 -04:00

44 lines
987 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class GeometryCollectionEditor : ModuleRules
{
public GeometryCollectionEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("GeometryCollectionEditor/Private");
PublicIncludePaths.Add(ModuleDirectory + "/Public");
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Slate",
"SlateCore",
"Engine",
"EditorFramework",
"UnrealEd",
"PropertyEditor",
"RenderCore",
"RHI",
"GeometryCollectionEngine",
"RawMesh",
"AssetTools",
"AssetRegistry",
"SceneOutliner",
"EditorStyle",
"ToolMenus",
"Chaos",
"MeshDescription",
"StaticMeshDescription",
"LevelEditor",
"InputCore",
}
);
PrivateDefinitions.Add("CHAOS_INCLUDE_LEVEL_1=1");
}
}
}