// Copyright Epic Games, Inc. All Rights Reserved. namespace UnrealBuildTool.Rules { public class ControlRigDeveloper : ModuleRules { public ControlRigDeveloper(ReadOnlyTargetRules Target) : base(Target) { // Copying some these from ControlRig.build.cs, our deps are likely leaner // and therefore these could be pruned if needed: PrivateDependencyModuleNames.AddRange( new string[] { "AnimGraphRuntime", "ControlRig", "Core", "CoreUObject", "Engine", "KismetCompiler", "MovieScene", "MovieSceneTracks", "PropertyPath", "Slate", "SlateCore", "InputCore", "TimeManagement", "EditorWidgets", "MessageLog", "RigVM", "ToolWidgets", } ); PublicDependencyModuleNames.AddRange( new string[] { "AnimationCore", "VisualGraphUtils", } ); if (Target.bBuildEditor == true) { PrivateDependencyModuleNames.AddRange( new string[] { "EditorFramework", "UnrealEd", "Kismet", "AnimGraph", "BlueprintGraph", "PropertyEditor", "RigVMDeveloper", "GraphEditor", "ApplicationCore", "RigVMEditor", } ); PublicDependencyModuleNames.AddRange( new string[] { "AnimationEditorWidgets", } ); PrivateIncludePathModuleNames.Add("ControlRigEditor"); DynamicallyLoadedModuleNames.Add("ControlRigEditor"); } } } }