2026-07-11 10:43:52 +02:00
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using UnrealBuildTool;
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public class ProjectEleriEditor : ModuleRules
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{
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public ProjectEleriEditor(ReadOnlyTargetRules Target) : base(Target) {
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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"UMG",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"UnrealEd",
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"PropertyEditor",
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"InputCore",
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"EditorSubsystem",
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"Projects",
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2026-09-05 21:20:30 +02:00
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"ToolMenus",
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"AssetRegistry",
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2026-10-05 10:59:45 +02:00
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// Asset categories are what the Content Browser files assets by, and in the engine version this
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// project builds against a data asset type declares its own category as an asset definition
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// rather than as an asset type action. AssetTools is still needed for the category bit the
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// older Content Browser style files the Add menu by.
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"AssetDefinition",
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"AssetTools",
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2026-09-05 21:20:30 +02:00
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"ContentBrowser",
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2026-09-25 14:42:07 +02:00
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// The world map builder drives a scene capture and reads the render target back on the CPU, which
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// is where the render thread and the pixel formats it copies between come in.
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"RenderCore",
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"RHI",
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2026-07-11 10:43:52 +02:00
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"ProjectEleri"});
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}
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}
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