89 lines
1.7 KiB
C#
89 lines
1.7 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class PhysicsControlEditor : ModuleRules
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{
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public PhysicsControlEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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CppCompileWarningSettings.UnsafeTypeCastWarningLevel = WarningLevel.Error;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[]
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{
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"AdvancedPreviewScene",
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"AnimationCore",
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"AnimationEditMode",
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"AnimGraph",
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"AnimGraphRuntime",
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"ApplicationCore",
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"BlueprintGraph",
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"Chaos",
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"ComponentVisualizers",
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"Core",
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"CoreUObject",
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"EditorFramework",
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"EditorStyle",
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"Engine",
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"InputCore",
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"Persona",
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"PinnedCommandList",
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"PhysicsControl",
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"PhysicsControlUncookedOnly",
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"SkeletonEditor",
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"Slate",
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"SlateCore",
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"ToolMenus",
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"ToolWidgets",
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"UnrealEd",
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}
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);
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"AnimationEditor",
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"AnimGraph",
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"BlueprintGraph",
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"EditorFramework",
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"Kismet",
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"UnrealEd",
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}
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);
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}
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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