Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEditor/MetasoundEditor.Build.cs
helen yang f4a9338223 Add Audio Editor Settings options to pin various asset types
- Move MetaSounds editor settings to Content Editor Category, remove unused settings

#jira UE-141203
#rb rob.gay
#preflight 620584c84c6c33118fb20d7e

#ROBOMERGE-AUTHOR: helen.yang
#ROBOMERGE-SOURCE: CL 18945154 in //UE5/Release-5.0/... via CL 18946204 via CL 18946520
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)

[CL 18946535 by helen yang in ue5-main branch]
2022-02-10 18:45:19 -05:00

59 lines
1.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
namespace UnrealBuildTool.Rules
{
public class MetasoundEditor : ModuleRules
{
public MetasoundEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange
(
new string[]
{
"AudioEditor",
"AudioExtensions",
"AudioMixer",
"KismetWidgets",
"MetasoundEngine",
"MetasoundFrontend",
"MetasoundGraphCore",
"ToolMenus",
"ToolWidgets",
"AudioWidgets",
"AudioSynesthesia",
"EditorWidgets"
}
);
PublicDependencyModuleNames.AddRange
(
new string[]
{
"ApplicationCore",
"AudioMixer",
"AudioWidgets",
"ClassViewer",
"ContentBrowser",
"Core",
"CoreUObject",
"DetailCustomizations",
"EditorStyle",
"Engine",
"GraphEditor",
"InputCore",
"PropertyEditor",
"RenderCore",
"Slate",
"SlateCore",
"EditorFramework",
"UnrealEd",
"AudioAnalyzer"
}
);
}
}
}