Files
2025-05-18 13:04:45 +08:00

89 lines
1.7 KiB
C#

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