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#jira UE-114826 #rb na Changing Control Rig plugin directory from Engine/Plugins/Experimental/ControlRig to Engine/Plugins/Animation/ControlRig #ROBOMERGE-SOURCE: CL 16658308 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396) [CL 16658329 by helge mathee in ue5-release-engine-test branch]
66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class ControlRigDeveloper : ModuleRules
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{
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public ControlRigDeveloper(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.Add("ControlRig/Private");
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PrivateIncludePaths.Add("ControlRigDeveloper/Private");
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// Copying some these from ControlRig.build.cs, our deps are likely leaner
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// and therefore these could be pruned if needed:
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"AnimGraphRuntime",
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"AnimationCore",
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"ControlRig",
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"Core",
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"CoreUObject",
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"Engine",
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"KismetCompiler",
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"MovieScene",
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"MovieSceneTracks",
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"PropertyPath",
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"Slate",
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"SlateCore",
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"InputCore",
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"TimeManagement",
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"EditorWidgets",
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"MessageLog",
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"RigVM",
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"AnimationCore",
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}
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);
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"EditorFramework",
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"UnrealEd",
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"Kismet",
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"AnimGraph",
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"BlueprintGraph",
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"PropertyEditor",
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"RigVMDeveloper",
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"GraphEditor",
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}
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);
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PrivateIncludePathModuleNames.Add("ControlRigEditor");
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DynamicallyLoadedModuleNames.Add("ControlRigEditor");
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}
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}
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}
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}
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