Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/StateTreeEditorModule.Build.cs
yoan stamant f6debf6168 Tentative CIS fix by not compiling StateTree debugger for non win64 platforms (part 2)
#preflight skip
#rb none

[CL 24639468 by yoan stamant in ue5-main branch]
2023-03-14 13:38:28 -04:00

72 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class StateTreeEditorModule : ModuleRules
{
public StateTreeEditorModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"AssetTools",
"EditorFramework",
"UnrealEd",
"Slate",
"SlateCore",
"EditorStyle",
"PropertyEditor",
"StateTreeModule",
"SourceControl",
"Projects",
"BlueprintGraph",
"PropertyAccessEditor",
"StructUtils",
"StructUtilsEditor",
"GameplayTags",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AssetDefinition",
"RenderCore",
"GraphEditor",
"KismetWidgets",
"PropertyPath",
"PropertyEditor",
"ToolMenus",
"ToolWidgets",
"ApplicationCore",
"DeveloperSettings"
}
);
PrivateIncludePathModuleNames.AddRange(new string[] {
"MessageLog",
});
PrivateIncludePaths.AddRange(new string[] {
System.IO.Path.Combine(GetModuleDirectory("PropertyEditor"), "Private"),
});
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=1");
}
else
{
PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=0");
}
}
}
}