Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/MeshModelingToolsExp.Build.cs
michael balzer a49c74b915 MeshModelingToolset: Move ModelingOperators and ModelingOperatorsEditorOnly modules out of experimental plugin
#jira UETOOL-3823
#rb lonnie.li
#preflight 617b1aea5794a500014f544a

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17972256 by michael balzer in ue5-release-engine-test branch]
2021-10-28 19:47:45 -04:00

94 lines
2.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MeshModelingToolsExp : ModuleRules
{
public MeshModelingToolsExp(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
"AnimationCore", // For the BoneWeights.h include
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
// These dependencies were commented out when we split out MeshModelingToolsEditorOnly
// Many of them are editor only and should not be depended on here. If you re-add any
// dependent modules, please confirm by "launching" or packaging that you are not introducing
// editor dependencies
//
//"MeshDescription",
//"ProxyLODMeshReduction", // currently required to be public due to IVoxelBasedCSG API
"Core",
"Eigen",
"InteractiveToolsFramework",
"GeometryCore",
"GeometryFramework",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"MeshDescription",
"MeshModelingTools",
"StaticMeshDescription",
"SkeletalMeshDescription",
"ModelingComponents",
"ModelingOperators",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// These dependencies were commented out when we split out MeshModelingToolsEditorOnly
// Many of them are editor only and should not be depended on here. If you re-add any
// dependent modules, please confirm by "launching" or packaging that you are not introducing
// editor dependencies
//
//"RenderCore",
//"RHI",
//"MeshUtilities", // temp for saving mesh asset
//"UnrealEd",
//"MeshBuilder",
//"MeshDescriptionOperations",
//"MeshUtilitiesCommon",
//"MeshReductionInterface", // for UE standard simplification
//"ProxyLODMeshReduction", // for mesh merging voxel-based csg
//"Slate",
//"SlateCore",
"CoreUObject",
"Engine",
"RenderCore",
"ModelingOperators",
"InputCore",
"PhysicsCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}