Files
UnrealEngineUWP/Engine/Plugins/Animation/ControlRig/Source/ControlRigDeveloper/ControlRigDeveloper.Build.cs
helge mathee eaf67bfba8 Control Rig - Moving out of experimental
#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]
2021-06-14 10:30:43 -04:00

66 lines
1.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class ControlRigDeveloper : ModuleRules
{
public ControlRigDeveloper(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.Add("ControlRig/Private");
PrivateIncludePaths.Add("ControlRigDeveloper/Private");
// Copying some these from ControlRig.build.cs, our deps are likely leaner
// and therefore these could be pruned if needed:
PrivateDependencyModuleNames.AddRange(
new string[]
{
"AnimGraphRuntime",
"AnimationCore",
"ControlRig",
"Core",
"CoreUObject",
"Engine",
"KismetCompiler",
"MovieScene",
"MovieSceneTracks",
"PropertyPath",
"Slate",
"SlateCore",
"InputCore",
"TimeManagement",
"EditorWidgets",
"MessageLog",
"RigVM",
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"AnimationCore",
}
);
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"EditorFramework",
"UnrealEd",
"Kismet",
"AnimGraph",
"BlueprintGraph",
"PropertyEditor",
"RigVMDeveloper",
"GraphEditor",
}
);
PrivateIncludePathModuleNames.Add("ControlRigEditor");
DynamicallyLoadedModuleNames.Add("ControlRigEditor");
}
}
}
}