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Removed redundant private include paths from build.cs files. Fixed include paths to be relative to the private or public folders. Hid or removed includes that reached into other private module folders. Updated PublicInclude paths when necessary. #jira #preflight 631b93c6967ffc68fb2c32df [CL 21935609 by bryan sefcik in ue5-main branch]
69 lines
2.0 KiB
C#
69 lines
2.0 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class ControlRigDeveloper : ModuleRules
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{
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public ControlRigDeveloper(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.Add("ControlRig/Private");
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PrivateIncludePaths.Add("ControlRigEditor/Private");
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// Copying some these from ControlRig.build.cs, our deps are likely leaner
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// and therefore these could be pruned if needed:
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"AnimGraphRuntime",
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"AnimationCore",
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"ControlRig",
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"Core",
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"CoreUObject",
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"Engine",
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"KismetCompiler",
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"MovieScene",
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"MovieSceneTracks",
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"PropertyPath",
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"Slate",
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"SlateCore",
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"InputCore",
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"TimeManagement",
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"EditorWidgets",
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"MessageLog",
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"RigVM",
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"ToolWidgets",
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"AnimationCore",
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"VisualGraphUtils",
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}
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);
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"EditorFramework",
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"UnrealEd",
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"Kismet",
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"AnimGraph",
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"BlueprintGraph",
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"PropertyEditor",
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"RigVMDeveloper",
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"GraphEditor",
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"ApplicationCore",
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}
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);
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PrivateIncludePathModuleNames.Add("ControlRigEditor");
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DynamicallyLoadedModuleNames.Add("ControlRigEditor");
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}
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}
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}
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}
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