Files
UnrealEngineUWP/Engine/Source/Editor/TextureEditor/TextureEditor.Build.cs
dan thompson 277eb537e9 Add support for specifying Oodle encoding parameters in the texture editor for experimenting with different settings for individual textures.
#rb fabian.giesen
#preflight 619d5d20f70a9e92db46c681

#ROBOMERGE-AUTHOR: dan.thompson
#ROBOMERGE-SOURCE: CL 18317165 in //UE5/Release-5.0/... via CL 18317482
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18318016 by dan thompson in ue5-release-engine-test branch]
2021-11-29 18:06:06 -05:00

55 lines
1.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class TextureEditor : ModuleRules
{
public TextureEditor(ReadOnlyTargetRules Target) : base(Target)
{
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"WorkspaceMenuStructure"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/TextureEditor/Private",
"Editor/TextureEditor/Private/Menus",
"Editor/TextureEditor/Private/Models",
"Editor/TextureEditor/Private/Widgets",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Settings",
"UnrealEd",
"PropertyEditor"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"InputCore",
"Engine",
"RenderCore",
"RHI",
"Slate",
"SlateCore",
"EditorStyle",
"EditorFramework",
"UnrealEd",
"PropertyEditor",
"MediaUtils",
"EditorWidgets",
"MediaAssets"
}
);
}
}