Files
UnrealEngineUWP/Engine/Source/Editor/SkeletalMeshEditor/SkeletalMeshEditor.Build.cs
Alexis Matte cb5d41fc7e Allow Physics asset to be a developper module with no dependencecies on any editor module.
#jira UETOOL-3603
#rb richard.talbotwatkin
#preflight 60d1e95f78c3b000010f6005

[CL 16743468 by Alexis Matte in ue5-main branch]
2021-06-22 11:12:23 -04:00

58 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class SkeletalMeshEditor : ModuleRules
{
public SkeletalMeshEditor(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Persona",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"EditorFramework",
"UnrealEd",
"SkeletonEditor",
"Kismet",
"KismetWidgets",
"ActorPickerMode",
"SceneDepthPickerMode",
"MainFrame",
"DesktopPlatform",
"PropertyEditor",
"RHI",
"ClothingSystemRuntimeCommon",
"ClothingSystemEditorInterface",
"ClothingSystemRuntimeInterface",
"SkeletalMeshUtilitiesCommon",
"ToolMenus",
"EditorSubsystem",
"StatusBar",
"PhysicsUtilities",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"PropertyEditor",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
}
);
}
}