Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/ModelingEditorUI/ModelingEditorUI.build.cs
ryan schmidt 1a61069c45 ModelingToolset: Add ModelingEditorUI module for custom slate widgets and other Modeling UI customization/etc shared code
#rb none
#rnx
#jira none
#preflight 6179f3114c74960001f4f25d

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 17956783 in //UE5/Release-5.0/... via CL 17956804
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17956810 by ryan schmidt in ue5-release-engine-test branch]
2021-10-27 22:57:54 -04:00

53 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingEditorUI : ModuleRules
{
public ModelingEditorUI(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"ApplicationCore",
"Slate",
"SlateCore",
"Engine",
"InputCore",
"EditorFramework",
"UnrealEd",
"ContentBrowser",
"ContentBrowserData",
"LevelEditor",
"StatusBar",
"EditorStyle",
"Projects",
"ToolWidgets",
"EditorWidgets",
"DeveloperSettings"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}