Files
UnrealEngineUWP/Engine/Source/Editor/FontEditor/FontEditor.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

46 lines
832 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class FontEditor : ModuleRules
{
public FontEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"AssetRegistry",
"Core",
"CoreUObject",
"ContentBrowser",
"DesktopPlatform",
"DesktopWidgets",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"UnrealEd",
"PropertyEditor",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"DesktopPlatform",
"MainFrame",
"EditorFramework",
"UnrealEd",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"WorkspaceMenuStructure",
"MainFrame",
}
);
}
}