Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/GameplayDebugger.Build.cs
Eric Newman f3569dae41 Fortnite dev to main merge up to cl # 2564489
Merging using UE4-Fortnite-To-UE4

[CL 2573959 by Eric Newman in Main branch]
2015-06-02 11:44:27 -04:00

69 lines
2.1 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class GameplayDebugger : ModuleRules
{
public GameplayDebugger(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
"Developer/GameplayDebugger/Public",
"Developer/AIModule/Public",
"Developer/Settings/Public",
"Runtime/GameplayAbilities/Public",
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Developer/GameplayDebugger/Private",
"Runtime/Engine/Private",
"Runtime/AIModule/Private",
// ... add other private include paths required here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"InputCore",
"Engine",
"RenderCore",
"RHI",
"ShaderCore",
"Settings",
"AIModule", // it have to be here for now. It'll be changed to remove any dependency to AIModule in future
// @todo do we really need to include these two? Maybe a smart interface would help here?
"GameplayTasks",
"GameplayAbilities",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
if (UEBuildConfiguration.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("UnrealEd");
PrivateDependencyModuleNames.Add("LevelEditor");
PrivateDependencyModuleNames.Add("Slate");
PublicIncludePaths.Add("Editor/LevelEditor/Public");
}
if (UEBuildConfiguration.bCompileRecast)
{
PrivateDependencyModuleNames.Add("Navmesh");
}
}
}
}