Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/GraphEditor.Build.cs
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

72 lines
1.6 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class GraphEditor : ModuleRules
{
public GraphEditor(TargetInfo Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Editor/GraphEditor/Private",
"Editor/GraphEditor/Private/AnimationPins",
"Editor/GraphEditor/Private/AnimationStateNodes",
"Editor/GraphEditor/Private/KismetNodes",
"Editor/GraphEditor/Private/KismetPins",
"Editor/GraphEditor/Private/MaterialNodes",
"Editor/GraphEditor/Private/MaterialPins",
"Editor/GraphEditor/Private/SoundNodes",
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
"IntroTutorials",
}
);
// PublicDependencyModuleNames.AddRange(
// new string[] {
// "AudioEditor"
// }
// );
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"EditorWidgets",
"UnrealEd",
"AssetRegistry",
"ClassViewer",
"Kismet",
"KismetWidgets",
"BlueprintGraph",
"AnimGraph",
"Documentation",
"RenderCore",
"RHI",
}
);
// TODO: Move niagara code to niagara modules. This is temporarily necessary to fix the public include issues.
PrivateIncludePathModuleNames.AddRange(
new string[] {
"NiagaraEditor"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"ContentBrowser",
}
);
}
}