// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class SceneStateEventEditor : ModuleRules { public SceneStateEventEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PrivateDependencyModuleNames.AddRange( new string[] { "AssetDefinition", "AssetTools", "BlueprintGraph", "Core", "CoreUObject", "DetailCustomizations", "Engine", "GraphEditor", "InputCore", "KismetWidgets", "PropertyEditor", "SceneStateEvent", "Slate", "SlateCore", "StructUtilsEditor", "UnrealEd", } ); } }