A Demo Project for the UnrealEngineSDK
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DlgSystemEditor.Build.cs
Go to the documentation of this file.
1// Copyright Csaba Molnar, Daniel Butum. All Rights Reserved.
2
4using System.IO;
5
7{
8 public DlgSystemEditor(ReadOnlyTargetRules Target) : base(Target)
9 {
10 // Enable IWYU
11 // https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/IWYUReferenceGuide/index.html
12 // https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/Configuration/
13 PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
14 bEnforceIWYU = true;
15 //MinFilesUsingPrecompiledHeaderOverride = 1;
16 // bFasterWithoutUnity = true;
17 // bUseUnity = false;
18 //PrivatePCHHeaderFile = "Private/DlgSystemEditorPrivatePCH.h";
19
20 //if ((Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
21 // && WindowsPlatform.Compiler >= WindowsCompiler.VisualStudio2015)
22 //{
23 //Definitions.Add("/Wall");
24 //}
25
26 // Docs see https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/ModuleFiles/
27
28 PublicIncludePaths.AddRange(
29 new string[] {
30 Path.Combine(ModuleDirectory, "Public")
31 // ... add public include paths required here ...
32 });
33
34
35 string PrivateDirectory = Path.Combine(ModuleDirectory, "Private");
36 PrivateIncludePaths.AddRange(
37 new string[] {
38 PrivateDirectory,
39 Path.Combine(PrivateDirectory, "Commandlets")
40 // ... add other private include paths required here ...
41 });
42
43
44 PublicDependencyModuleNames.AddRange(
45 new string[] {
46 "Core",
47 "DlgSystem",
48 // ... add other public dependencies that you statically link with here ...
49 });
50
51
52 PrivateDependencyModuleNames.AddRange(
53 new string[] {
54 // Core modules
55 "Engine",
56 "CoreUObject",
57 "Projects", // IPluginManager
58 "UnrealEd", // for FAssetEditorManager
59 "RenderCore",
60 "InputCore",
61 "SlateCore",
62 "Slate",
63 "EditorStyle",
64 "MessageLog",
65 "EditorWidgets",
66
67 // Accessing the menu
68 "WorkspaceMenuStructure",
69
70 // Details/Property editor
71 "DetailCustomizations",
72 "PropertyEditor",
73
74 // Used for the Blueprint Nodes
75 "BlueprintGraph",
76 "Kismet",
77 "KismetCompiler",
78 "KismetWidgets",
79
80 // graph stuff
81 "GraphEditor",
82 "ContentBrowser",
83
84 // e.g. FPlatformApplicationMisc::ClipboardCopy
85 "ApplicationCore",
86 });
87
88#if UE_4_24_OR_LATER
89 PrivateDependencyModuleNames.Add("ToolMenus");
90#endif
91#if UE_4_26_OR_LATER
92 PrivateDependencyModuleNames.Add("ContentBrowserData");
93#endif
94
95 PrivateIncludePathModuleNames.AddRange(
96 new string[] {
97 "AssetRegistry",
98 "AssetTools",
99 });
100
101 DynamicallyLoadedModuleNames.AddRange(
102 new string[] {
103 // ... add any modules that your module loads dynamically here ...
104 });
105 }
106}
DlgSystemEditor(ReadOnlyTargetRules Target)