// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class GeometryProcessingAdapters : ModuleRules { public GeometryProcessingAdapters(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; 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", "GeometryProcessingInterfaces", "InteractiveToolsFramework", "MeshDescription", "StaticMeshDescription", "ModelingOperators", "GeometryCore", "DynamicMesh", "MeshConversion", "GeometryAlgorithms", // required for constrained Delaunay triangulation "MeshUtilitiesCommon", // required by uvlayoutop "ModelingComponents", "ModelingComponentsEditorOnly", "ModelingOperators", "ModelingOperatorsEditorOnly" // ... add other public dependencies that you statically link with here ... } ); PrivateDependencyModuleNames.AddRange( new string[] { "CoreUObject", "Engine", "RenderCore", "MaterialUtilities", "MeshBuilder", "MeshReductionInterface", // for UE standard simplification "MeshUtilities", // for tangents calculation } ); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); AddEngineThirdPartyPrivateStaticDependencies(Target, "MikkTSpace"); } }