Files
UnrealEngineUWP/Engine/Source/Editor/LevelAssetEditor/LevelAssetEditor.Build.cs
brooke hubert d48c7d8e7f Remove tools context interface implementations from example asset editor code.
Maintaining these as we update the tools context APIs is unnecessary.  It should be sufficient to use the default editor implementation.

#Jira UE-110554
#rb jamie.dale

[CL 15691384 by brooke hubert in ue5-main branch]
2021-03-13 16:09:12 -04:00

65 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LevelAssetEditor : ModuleRules
{
public LevelAssetEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"EditorInteractiveToolsFramework",
"InteractiveToolsFramework",
"ToolMenus",
"TypedElementFramework",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Projects",
"InputCore",
"EditorFramework",
"UnrealEd",
"ToolMenus",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"EditorStyle",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
"AssetPlacementEdMode",
// ... add any modules that your module loads dynamically here ...
}
);
}
}