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Fixes for lots of existing modules by removing all dynamically loaded duplicates (this is probably not the correct solution, but is the safest). #codereview robert.manuszewski [CL 2610845 by Steve Robb in Main branch]
62 lines
1.6 KiB
C#
62 lines
1.6 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class WorldBrowser : ModuleRules
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{
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public WorldBrowser(TargetInfo Target)
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{
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PrivateIncludePaths.Add("Editor/WorldBrowser/Private"); // For PCH includes (because they don't work with relative paths, yet)
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"AssetRegistry",
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"AssetTools",
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"ContentBrowser",
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"Landscape",
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"MeshUtilities",
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"MaterialUtilities",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"AppFramework",
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"Core",
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"CoreUObject",
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"RenderCore",
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"InputCore",
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"Engine",
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"Landscape",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"UnrealEd",
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"GraphEditor",
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"LevelEditor",
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"PropertyEditor",
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"DesktopPlatform",
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"MainFrame",
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"SourceControl",
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"SourceControlWindows",
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"RawMesh",
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"LandscapeEditor",
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"ImageWrapper",
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"Foliage",
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"MaterialUtilities",
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"RHI"
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"AssetRegistry",
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"AssetTools",
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"SceneOutliner",
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"MeshUtilities",
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"ContentBrowser",
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}
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);
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}
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}
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