A Demo Project for the UnrealEngineSDK
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VaRestEditor.Build.cs
Go to the documentation of this file.
1// Copyright 2014-2019 Vladimir Alyamkin. All Rights Reserved.
2
4
6{
7 public VaRestEditor(ReadOnlyTargetRules Target) : base(Target)
8 {
9 PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
10
11 PrivateIncludePaths.AddRange(
12 new string[] {
13 "VaRestEditor/Private",
14
15 // ... add other private include paths required here ...
16 });
17
18
19 PublicDependencyModuleNames.AddRange(
20 new string[]
21 {
22 "Core",
23 "VaRest"
24
25 // ... add other public dependencies that you statically link with here ...
26 });
27
28
29 PrivateDependencyModuleNames.AddRange(
30 new string[]
31 {
32 "CoreUObject",
33 "Engine",
34 "Slate",
35 "SlateCore",
36 "InputCore",
37 "AssetTools",
38 "UnrealEd", // for FAssetEditorManager
39 "KismetWidgets",
40 "KismetCompiler",
41 "BlueprintGraph",
42 "GraphEditor",
43 "Kismet", // for FWorkflowCentricApplication
44 "PropertyEditor",
45 "EditorStyle",
46 "Sequencer",
47 "DetailCustomizations",
48 "Settings",
49 "RenderCore"
50 });
51
52
53 DynamicallyLoadedModuleNames.AddRange(
54 new string[]
55 {
56 // ... add any modules that your module loads dynamically here ...
57 });
58 }
59}
VaRestEditor(ReadOnlyTargetRules Target)