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- Revert change to AnimGraph.Build.cs - Introduce new abstract interface for Physics Assert Render functions called from the AnimGraph module [REVIEW] [at]Thomas.Sarkanen #ROBOMERGE-OWNER: marc.audy #ROBOMERGE-AUTHOR: nick.brett #ROBOMERGE-SOURCE: CL 19336821 via CL 19337203 via CL 19337471 via CL 19337507 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19348771 by nick brett in ue5-main branch]
65 lines
1.3 KiB
C#
65 lines
1.3 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class AnimGraph : ModuleRules
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{
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public AnimGraph(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Editor/AnimGraph/Private",
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}
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);
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OverridePackageType = PackageOverrideType.EngineDeveloper;
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"Slate",
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"AnimGraphRuntime",
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"BlueprintGraph",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"InputCore",
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"SlateCore",
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"EditorFramework",
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"UnrealEd",
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"GraphEditor",
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"PropertyEditor",
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"EditorStyle",
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"ContentBrowser",
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"KismetWidgets",
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"ToolMenus",
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"KismetCompiler",
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"Kismet",
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"EditorWidgets",
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"ToolWidgets",
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}
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);
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CircularlyReferencedDependentModules.AddRange(
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new string[] {
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"UnrealEd",
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"GraphEditor",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Persona",
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"SkeletonEditor",
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"AdvancedPreviewScene",
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"AnimationBlueprintEditor",
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}
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);
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}
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}
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