// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class SceneStateBlueprint : ModuleRules { public SceneStateBlueprint(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange( new string[] { "BlueprintGraph", "Core", "CoreUObject", "Engine", "PropertyBindingUtils", "SceneStateBinding", "SlateCore", } ); PrivateDependencyModuleNames.AddRange( new string[] { "SceneState", "SceneStateEvent", "SceneStateMachineGraph", "StructUtilsEditor", } ); if (Target.Type == TargetRules.TargetType.Editor) { PrivateDependencyModuleNames.AddRange( new string[] { "UnrealEd", } ); } } }