Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/MeshModelingToolsExp.Build.cs
kiaran ritchie f4ec9e22c9 Moving skeletal mesh editing APIs into their own module inside the skeletal mesh editing plugin.
#rb benoit.gadreau
#JIRA none
#preflight https://horde.devtools.epicgames.com/job/6438a22c8901e5ef98d90808
#preflight 643972a3db681113a4fc9d86

[CL 25041820 by kiaran ritchie in ue5-main branch]
2023-04-14 11:54:04 -04:00

65 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MeshModelingToolsExp : ModuleRules
{
public MeshModelingToolsExp(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[]
{
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[]
{
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"InteractiveToolsFramework",
"GeometryCore",
"GeometryFramework",
"DynamicMesh",
"MeshConversion",
"MeshDescription",
"MeshModelingTools",
"StaticMeshDescription",
"SkeletalMeshDescription",
"ModelingComponents",
"ModelingOperators",
"SkeletalMeshUtilitiesCommon",
"SkeletalMeshModifiers",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"RenderCore",
"InputCore",
"PhysicsCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}