// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class SceneStateBlueprintEditor : ModuleRules { public SceneStateBlueprintEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "SceneStateEditor", "UnrealEd", } ); PrivateDependencyModuleNames.AddRange( new string[] { "AssetDefinition", "BlueprintGraph", "DetailCustomizations", "Engine", "GraphEditor", "InputCore", "Kismet", "KismetCompiler", "PropertyBindingUtils", "PropertyBindingUtilsEditor", "PropertyEditor", "SceneState", "SceneStateBinding", "SceneStateBlueprint", "SceneStateEvent", "SceneStateMachineEditor", "SceneStateMachineGraph", "SceneStateTransitionGraph", "Slate", "SlateCore", "StructUtilsEditor", "ToolMenus", "ToolWidgets", } ); } }