Files
UnrealEngineUWP/Engine/Source/Editor/GameplayTasksEditor/GameplayTasksEditor.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

49 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class GameplayTasksEditor : ModuleRules
{
public GameplayTasksEditor(ReadOnlyTargetRules Target) : base(Target)
{
OverridePackageType = PackageOverrideType.EngineDeveloper;
PrivateIncludePaths.AddRange(
new string[] {
"Editor/GraphEditor/Private",
"Editor/Kismet/Private",
"Editor/GameplayTasksEditor/Private",
"Developer/AssetTools/Private",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
"Core",
"CoreUObject",
"Engine",
"AssetTools",
"ClassViewer",
"GameplayTags",
"GameplayTasks",
"InputCore",
"PropertyEditor",
"Slate",
"SlateCore",
"EditorStyle",
"BlueprintGraph",
"Kismet",
"KismetCompiler",
"GraphEditor",
"MainFrame",
"EditorFramework",
"UnrealEd",
"EditorWidgets",
}
);
}
}
}