Files
ProjectEleri/Source/ProjectEleriEditor/ProjectEleriEditor.Build.cs

37 lines
1.1 KiB
C#

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"});
}
}