Files
UnrealEngineUWP/Engine/Source/Editor/OverlayEditor/OverlayEditor.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

57 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class OverlayEditor : ModuleRules
{
public OverlayEditor(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Overlay",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"UnrealEd",
"Engine",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetTools",
}
);
PublicIncludePaths.AddRange(
new string[]
{
"Editor/OverlayEditor/Public",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/OverlayEditor/Private",
"Editor/OverlayEditor/Private/Factories",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetTools",
}
);
if (Target.bBuildEditor)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
}
}
}
}