Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/PropertyEditor.Build.cs
Richard TalbotWatkin bd25ba79bd Added the facility to create a new asset in the asset picker widget, by adding extra entries to the SPropertyMenuAssetPicker.
#ttp 345817 - NUX: MVP: Asset pickers should have Create New button
#branch UE4
#proj Editor.PropertyEditor, Editor.DetailCustomizations

[CL 2320429 by Richard TalbotWatkin in Main branch]
2014-10-06 16:43:15 -04:00

69 lines
1.6 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PropertyEditor : ModuleRules
{
public PropertyEditor(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"UnrealEd",
"ActorPickerMode",
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
"IntroTutorials"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/PropertyEditor/Private",
"Editor/PropertyEditor/Private/Presentation",
"Editor/PropertyEditor/Private/Presentation/PropertyTable",
"Editor/PropertyEditor/Private/Presentation/PropertyEditor",
"Editor/PropertyEditor/Private/Presentation/PropertyDetails",
"Editor/PropertyEditor/Private/UserInterface",
"Editor/PropertyEditor/Private/UserInterface/PropertyTable",
"Editor/PropertyEditor/Private/UserInterface/PropertyEditor",
"Editor/PropertyEditor/Private/UserInterface/PropertyTree",
"Editor/PropertyEditor/Private/UserInterface/PropertyDetails",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"EditorStyle",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorWidgets",
"Documentation",
"RHI",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetRegistry",
"ContentBrowser",
"Documentation",
"MainFrame",
}
);
}
}