Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/BlueprintGraph.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

56 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class BlueprintGraph : ModuleRules
{
public BlueprintGraph(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/BlueprintGraph/Private",
"Editor/KismetCompiler/Public",
}
);
OverridePackageType = PackageOverrideType.EngineDeveloper;
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"EditorStyle",
"EditorSubsystem",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorStyle",
"KismetCompiler",
"EditorFramework",
"UnrealEd",
"GraphEditor",
"SlateCore",
"Kismet",
"KismetWidgets",
"PropertyEditor",
"ToolMenus",
}
);
CircularlyReferencedDependentModules.AddRange(
new string[] {
"KismetCompiler",
"UnrealEd",
"GraphEditor",
"Kismet",
}
);
}
}