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